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Integrate ACKS SRD to replace iframe and maintain site feel

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Brandon Cornejo 3 years ago
parent
commit
e7efaf1921
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{% extends "base.html" %}
{% set active_page = "handbook" %}
{% block title %}ACKS Handbook{% endblock %}
{% block title %}Handbook - Index{% endblock %}
{% block content %}
<div class="uk-flex uk-flex-center uk-margin-bottom uk-margin-top">
<h1 class="uk-text-center"><strong>Adventurer Conqueror King</strong>Handbook</h1>
</div>
<div id="frame-container">
<iframe id="handbook-frame" src="https://atr0phy.net/acks/handbook"></iframe>
</div>
<h1 id="adventurer-conqueror-king-system">Adventurer Conqueror King System</h1>
<p><strong>Rules for Roleplaying in a World of Swords, Sorcery, and Strongholds</strong></p>
<h2 id="table-of-contents">Table of Contents</h2>
<p><a href="handbook/Chapter01.html#chapter-1-introduction">Chapter 1 Introduction</a></p>
<p><a href="handbook/Chapter02.html#chapter-2-characters">Chapter 2 Characters</a></p>
<p><a href="handbook/Chapter03.html#chapter-3-equipment">Chapter 3 Equipment</a></p>
<p><a href="handbook/Chapter04.html#chapter-4-proficiencies">Chapter 4 Proficiencies</a></p>
<p><a href="handbook/Chapter05.html#chapter-5-spells">Chapter 5 Spells</a></p>
<p><a href="handbook/Chapter06.html#chapter-6-adventures">Chapter 6 Adventures</a></p>
<p><a href="handbook/Chapter07.html#chapter-7-campaigns">Chapter 7 Campaigns</a></p>
<p><a href="handbook/Chapter08.html#chapter-8-monsters">Chapter 8 Monsters</a></p>
<p><a href="handbook/Chapter09.html#chapter-9-treasure">Chapter 9 Treasure</a></p>
<p><a href="handbook/Chapter10.html#chapter-10-secrets">Chapter 10 Secrets</a></p>
<p><a href="handbook/OGL.html#open-game-license">OGL</a></p>
<h2 id="detailed-table-of-contents">Detailed Table of Contents</h2>
<h3 id="chapter-1-introductionchapter01htmlchapter-1-introduction"><a href="handbook/Chapter01.html#chapter-1-introduction">Chapter 1 Introduction</a></h3>
<ul>
<li><a href="handbook/Chapter01.html#about-the-game">About the Game</a></li>
<li><a href="handbook/Chapter01.html#how-to-use-this-book">How to Use This Book</a></li>
<li><a href="handbook/Chapter01.html#the-basics-of-the-game">The Basics of The Game</a></li>
<li><a href="handbook/Chapter01.html#winning-and-losing-the-game">Winning and Losing the Game</a></li>
<li><a href="handbook/Chapter01.html#dice">Dice</a></li>
<li><a href="handbook/Chapter01.html#rolling-and-throwing-the-dice">Rolling and Throwing the Dice</a>
<ul>
<li><a href="handbook/Chapter01.html#rolling-the-dice">Rolling the Dice</a></li>
<li><a href="handbook/Chapter01.html#throwing-the-dice">Throwing the Dice</a></li>
<li><a href="handbook/Chapter01.html#what-kind-of-die-should-you-use">What Kind of Die Should You Use?</a></li>
</ul>
</li>
<li><a href="handbook/Chapter01.html#common-abbreviations">Common Abbreviations</a></li>
</ul>
<h3 id="chapter-2-characterschapter02htmlchapter-2-characters"><a href="handbook/Chapter02.html#chapter-2-characters">Chapter 2 Characters</a></h3>
<ul>
<li><a href="handbook/Chapter02.html#creating-a-character">Creating a Character</a>
<ul>
<li><a href="handbook/Chapter02.html#generating-multiple-characters-optional">Generating Multiple Characters (Optional)</a></li>
</ul>
</li>
<li><a href="handbook/Chapter02.html#character-abilities">Character Abilities</a>
<ul>
<li><a href="handbook/Chapter02.html#classes-and-ability-scores">Classes and Ability Scores</a></li>
</ul>
</li>
<li><a href="handbook/Chapter02.html#hit-points">Hit Points</a></li>
<li><a href="handbook/Chapter02.html#character-classes">Character Classes</a></li>
<li><a href="handbook/Chapter02.html#core-classes">Core Classes</a>
<ul>
<li><a href="handbook/Chapter02.html#fighter">Fighter</a></li>
<li><a href="handbook/Chapter02.html#mage">Mage</a></li>
<li><a href="handbook/Chapter02.html#cleric">Cleric</a></li>
<li><a href="handbook/Chapter02.html#thief">Thief</a></li>
</ul>
</li>
<li><a href="handbook/Chapter02.html#campaign-classes">Campaign Classes</a>
<ul>
<li><a href="handbook/Chapter02.html#assassin">Assassin</a></li>
<li><a href="handbook/Chapter02.html#bard">Bard</a></li>
<li><a href="handbook/Chapter02.html#bladedancer">Bladedancer</a></li>
<li><a href="handbook/Chapter02.html#explorer">Explorer</a></li>
</ul>
</li>
<li><a href="handbook/Chapter02.html#demi-human-classes">Demi-Human Classes</a>
<ul>
<li><a href="handbook/Chapter02.html#dwarven-vaultguard">Dwarven Vaultguard</a></li>
<li><a href="handbook/Chapter02.html#dwarven-craftpriest">Dwarven Craftpriest</a></li>
<li><a href="handbook/Chapter02.html#elven-spellsword">Elven Spellsword</a></li>
<li><a href="handbook/Chapter02.html#elven-nightblade">Elven Nightblade</a></li>
</ul>
</li>
<li><a href="handbook/Chapter02.html#alignment">Alignment</a></li>
<li><a href="handbook/Chapter02.html#adventuring-parties">Adventuring Parties</a></li>
</ul>
<h3 id="chapter-3-equipmentchapter03htmlchapter-3-equipment"><a href="handbook/Chapter03.html#chapter-3-equipment">Chapter 3 Equipment</a></h3>
<ul>
<li><a href="handbook/Chapter03.html#the-basics-of-equipment">The Basics of Equipment</a></li>
<li><a href="handbook/Chapter03.html#coins-and-money">Coins and Money</a>
<ul>
<li><a href="handbook/Chapter03.html#whats-a-gold-piece-worth">What’s a Gold Piece Worth?</a></li>
</ul>
</li>
<li><a href="handbook/Chapter03.html#purchasing-equipment">Purchasing Equipment</a>
<ul>
<li><a href="handbook/Chapter03.html#equipment-availability">Equipment Availability</a></li>
<li><a href="handbook/Chapter03.html#commissioning-equipment">Commissioning Equipment</a></li>
</ul>
</li>
<li><a href="handbook/Chapter03.html#weapons-and-equipment">Weapons and Equipment</a></li>
<li><a href="handbook/Chapter03.html#equipment-descriptions">Equipment Descriptions</a></li>
<li><a href="handbook/Chapter03.html#encumbrance">Encumbrance</a></li>
<li><a href="handbook/Chapter03.html#hirelings-henchmen-mercenaries-and-specialists">Hirelings, Henchmen, Mercenaries, and Specialists</a>
<ul>
<li><a href="handbook/Chapter03.html#henchmen">Henchmen</a></li>
<li><a href="handbook/Chapter03.html#mercenaries">Mercenaries</a></li>
<li><a href="handbook/Chapter03.html#specialists">Specialists</a></li>
</ul>
</li>
</ul>
<h3 id="chapter-4-proficiencieschapter04htmlchapter-4-proficiencies"><a href="handbook/Chapter04.html#chapter-4-proficiencies">Chapter 4 Proficiencies</a></h3>
<ul>
<li><a href="handbook/Chapter04.html#the-basics-of-proficiencies">The Basics of Proficiencies</a></li>
<li><a href="handbook/Chapter04.html#starting-proficiencies">Starting Proficiencies</a></li>
<li><a href="handbook/Chapter04.html#gaining-proficiencies">Gaining Proficiencies</a></li>
<li><a href="handbook/Chapter04.html#proficiency-lists">Proficiency Lists</a></li>
<li><a href="handbook/Chapter04.html#proficiency-descriptions">Proficiency Descriptions</a></li>
<li><a href="handbook/Chapter04.html#proficiencies-of-normal-humans-and-demi-humans">Proficiencies of Normal Humans and Demi-Humans</a></li>
</ul>
<h3 id="chapter-5-spellschapter05htmlchapter-5-spells"><a href="handbook/Chapter05.html#chapter-5-spells">Chapter 5 Spells</a></h3>
<ul>
<li><a href="handbook/Chapter05.html#spells-and-spellcasters">Spells and Spellcasters</a></li>
<li><a href="handbook/Chapter05.html#casting-spells">Casting Spells</a></li>
<li><a href="handbook/Chapter05.html#spell-repertoire">Spell Repertoire</a>
<ul>
<li><a href="handbook/Chapter05.html#divine-spell-repertoire">Divine Spell Repertoire</a></li>
<li><a href="handbook/Chapter05.html#arcane-spell-repertoire">Arcane Spell Repertoire</a></li>
</ul>
</li>
<li><a href="handbook/Chapter05.html#reversible-spells">Reversible Spells</a></li>
<li><a href="handbook/Chapter05.html#spell-signatures">Spell Signatures</a></li>
<li><a href="handbook/Chapter05.html#arcane-spell-list">Arcane Spell List</a></li>
<li><a href="handbook/Chapter05.html#divine-spell-list-cleric">Divine Spell List (Cleric)</a></li>
<li><a href="handbook/Chapter05.html#divine-spell-list-bladedancer">Divine Spell List (Bladedancer)</a></li>
<li><a href="handbook/Chapter05.html#spell-index">Spell Index</a></li>
</ul>
<h3 id="chapter-6-adventureschapter06htmlchapter-6-adventures"><a href="handbook/Chapter06.html#chapter-6-adventures">Chapter 6 Adventures</a></h3>
<ul>
<li><a href="handbook/Chapter06.html#dungeons-wilderness-and-sea">Dungeons, Wilderness, and Sea</a>
<ul>
<li><a href="handbook/Chapter06.html#dungeon-adventures">Dungeon Adventures</a></li>
<li><a href="handbook/Chapter06.html#marching-and-mapping">Marching and Mapping</a></li>
<li><a href="handbook/Chapter06.html#time-and-movement">Time and Movement</a></li>
<li><a href="handbook/Chapter06.html#rest">Rest</a></li>
<li><a href="handbook/Chapter06.html#light-and-darkness">Light and Darkness</a></li>
<li><a href="handbook/Chapter06.html#doors">Doors</a></li>
<li><a href="handbook/Chapter06.html#traps-and-trap-detection">Traps and Trap Detection</a></li>
</ul>
</li>
<li><a href="handbook/Chapter06.html#wilderness-adventures">Wilderness Adventures</a>
<ul>
<li><a href="handbook/Chapter06.html#marching-and-mapping-in-the-wilderness">Marching and Mapping in the Wilderness</a></li>
<li><a href="handbook/Chapter06.html#time-and-wilderness-movement">Time and Wilderness Movement</a></li>
<li><a href="handbook/Chapter06.html#getting-lost">Getting Lost</a></li>
<li><a href="handbook/Chapter06.html#rations-and-foraging">Rations and Foraging</a></li>
<li><a href="handbook/Chapter06.html#air-travel">Air Travel</a></li>
</ul>
</li>
<li><a href="handbook/Chapter06.html#sea-adventures">Sea Adventures</a>
<ul>
<li><a href="handbook/Chapter06.html#sea-vessels">Sea Vessels</a></li>
<li><a href="handbook/Chapter06.html#sea-movement">Sea Movement</a></li>
<li><a href="handbook/Chapter06.html#getting-lost">Getting Lost</a></li>
<li><a href="handbook/Chapter06.html#rations-and-fishing">Rations and Fishing</a></li>
</ul>
</li>
<li><a href="handbook/Chapter06.html#encounters">Encounters</a>
<ul>
<li><a href="handbook/Chapter06.html#dungeon-encounters">Dungeon Encounters</a></li>
<li><a href="handbook/Chapter06.html#wilderness-encounters">Wilderness Encounters</a></li>
<li><a href="handbook/Chapter06.html#sea-encounters">Sea Encounters</a></li>
</ul>
</li>
<li><a href="handbook/Chapter06.html#monsters-encountered">Monsters Encountered</a></li>
<li><a href="handbook/Chapter06.html#surprise">Surprise</a>
<ul>
<li><a href="handbook/Chapter06.html#surprise-and-sneaking">Surprise and Sneaking</a></li>
</ul>
</li>
<li><a href="handbook/Chapter06.html#reactions">Reactions</a></li>
<li><a href="handbook/Chapter06.html#evasion-and-pursuit">Evasion and Pursuit</a>
<ul>
<li><a href="handbook/Chapter06.html#chases-in-the-dungeon">Chases in the Dungeon</a></li>
<li><a href="handbook/Chapter06.html#chases-in-the-wilderness">Chases in the Wilderness</a></li>
<li><a href="handbook/Chapter06.html#chases-at-sea">Chases at Sea</a></li>
</ul>
</li>
<li><a href="handbook/Chapter06.html#initiative">Initiative</a></li>
<li><a href="handbook/Chapter06.html#movement">Movement</a>
<ul>
<li><a href="handbook/Chapter06.html#running">Running</a></li>
<li><a href="handbook/Chapter06.html#charging">Charging</a></li>
<li><a href="handbook/Chapter06.html#set-weapon-against-charge">Set Weapon against Charge</a></li>
<li><a href="handbook/Chapter06.html#defensive-movement">Defensive Movement</a></li>
<li><a href="handbook/Chapter06.html#other-movement">Other Movement</a></li>
</ul>
</li>
<li><a href="handbook/Chapter06.html#how-to-attack">How to Attack</a>
<ul>
<li><a href="handbook/Chapter06.html#melee-combat">Melee Combat</a></li>
<li><a href="handbook/Chapter06.html#missile-attacks">Missile Attacks</a></li>
<li><a href="handbook/Chapter06.html#casting-spells">Casting Spells</a></li>
<li><a href="handbook/Chapter06.html#other-actions">Other Actions</a></li>
</ul>
</li>
<li><a href="handbook/Chapter06.html#damage">Damage</a>
<ul>
<li><a href="handbook/Chapter06.html#double-damage">Double Damage</a></li>
<li><a href="handbook/Chapter06.html#invulnerable-monsters">“Invulnerable” Monsters</a></li>
<li><a href="handbook/Chapter06.html#effects-of-damage">Effects of Damage</a></li>
<li><a href="handbook/Chapter06.html#healing">Healing</a></li>
<li><a href="handbook/Chapter06.html#nonlethal-damage">Nonlethal Damage</a></li>
</ul>
</li>
<li><a href="handbook/Chapter06.html#mortal-wounds">Mortal Wounds</a></li>
<li><a href="handbook/Chapter06.html#tampering-with-mortality">Tampering with Mortality</a></li>
<li><a href="handbook/Chapter06.html#cleaving">Cleaving</a></li>
<li><a href="handbook/Chapter06.html#saving-throws">Saving Throws</a>
<ul>
<li><a href="handbook/Chapter06.html#saving-throw-categories">Saving Throw Categories</a></li>
</ul>
</li>
<li><a href="handbook/Chapter06.html#special-maneuvers">Special Maneuvers</a>
<ul>
<li><a href="handbook/Chapter06.html#brawling">Brawling</a></li>
<li><a href="handbook/Chapter06.html#disarm">Disarm</a></li>
<li><a href="handbook/Chapter06.html#force-back">Force Back</a></li>
<li><a href="handbook/Chapter06.html#incapacitate">Incapacitate</a></li>
<li><a href="handbook/Chapter06.html#knock-down">Knock Down</a></li>
<li><a href="handbook/Chapter06.html#overrun">Overrun</a></li>
<li><a href="handbook/Chapter06.html#sunder">Sunder</a></li>
<li><a href="handbook/Chapter06.html#wrestling">Wrestling</a></li>
<li><a href="handbook/Chapter06.html#special-maneuvers-between-opponents-of-vastly-different-size-or-unusual-shape">Special Maneuvers Between Opponents of Vastly Different Size or Unusual Shape</a></li>
</ul>
</li>
<li><a href="handbook/Chapter06.html#morale-rolls">Morale Rolls</a></li>
<li><a href="handbook/Chapter06.html#mounted-combat">Mounted Combat</a>
<ul>
<li><a href="handbook/Chapter06.html#mounted-initiative-and-movement">Mounted Initiative and Movement</a></li>
<li><a href="handbook/Chapter06.html#mounted-attacks">Mounted Attacks</a></li>
<li><a href="handbook/Chapter06.html#mounts-and-damage">Mounts and Damage</a></li>
</ul>
</li>
<li><a href="handbook/Chapter06.html#sea-combat">Sea Combat</a>
<ul>
<li><a href="handbook/Chapter06.html#ship-initiative">Ship Initiative</a></li>
<li><a href="handbook/Chapter06.html#structural-hit-points">Structural Hit Points</a></li>
<li><a href="handbook/Chapter06.html#ship-to-ship-combat">Ship-to-Ship Combat</a></li>
<li><a href="handbook/Chapter06.html#swimming-and-drowning">Swimming and Drowning</a></li>
</ul>
</li>
<li><a href="handbook/Chapter06.html#earning-experience-from-adventures">Earning Experience from Adventures</a>
<ul>
<li><a href="handbook/Chapter06.html#experience-from-treasure">Experience from Treasure</a></li>
<li><a href="handbook/Chapter06.html#experience-from-monsters">Experience from Monsters</a></li>
<li><a href="handbook/Chapter06.html#allocating-xp">Allocating XP</a></li>
<li><a href="handbook/Chapter06.html#adjustments-to-xp">Adjustments to XP</a></li>
<li><a href="handbook/Chapter06.html#character-advancement">Character Advancement</a></li>
<li><a href="handbook/Chapter06.html#character-death">Character Death</a></li>
<li><a href="handbook/Chapter06.html#0th-level-characters-and-experience-from-adventuring">0th Level Characters and Experience from Adventuring</a></li>
</ul>
</li>
</ul>
<h3 id="chapter-7-campaignschapter07htmlchapter-7-campaigns"><a href="handbook/Chapter07.html#chapter-7-campaigns">Chapter 7 Campaigns</a></h3>
<ul>
<li><a href="handbook/Chapter07.html#magic-research">Magic Research</a>
<ul>
<li><a href="handbook/Chapter07.html#researching-spells">Researching Spells</a></li>
<li><a href="handbook/Chapter07.html#creating-magical-items">Creating Magical Items</a></li>
</ul>
</li>
<li><a href="handbook/Chapter07.html#ritual-spells">Ritual Spells</a></li>
<li><a href="handbook/Chapter07.html#constructs">Constructs</a>
<ul>
<li><a href="handbook/Chapter07.html#creating-constructs">Creating Constructs</a></li>
<li><a href="handbook/Chapter07.html#designing-constructs">Designing Constructs</a></li>
</ul>
</li>
<li><a href="handbook/Chapter07.html#crossbreeds">Crossbreeds</a>
<ul>
<li><a href="handbook/Chapter07.html#creating-crossbreeds">Creating Crossbreeds</a></li>
</ul>
</li>
<li><a href="handbook/Chapter07.html#necromancy">Necromancy</a>
<ul>
<li><a href="handbook/Chapter07.html#granting-unlife">Granting Unlife</a></li>
</ul>
</li>
<li><a href="handbook/Chapter07.html#divine-power">Divine Power</a>
<ul>
<li><a href="handbook/Chapter07.html#congregations">Congregations</a></li>
<li><a href="handbook/Chapter07.html#blood-sacrifice">Blood Sacrifice</a></li>
</ul>
</li>
<li><a href="handbook/Chapter07.html#strongholds-and-domains">Strongholds and Domains</a>
<ul>
<li><a href="handbook/Chapter07.html#securing-the-domain">Securing the Domain</a></li>
<li><a href="handbook/Chapter07.html#establishing-the-stronghold">Establishing the Stronghold</a></li>
<li><a href="handbook/Chapter07.html#attracting-peasants-and-followers">Attracting Peasants and Followers</a></li>
<li><a href="handbook/Chapter07.html#follower-type-and-equipment-by-class">Follower Type and Equipment by Class</a></li>
<li><a href="handbook/Chapter07.html#growing-the-domain">Growing the Domain</a></li>
<li><a href="handbook/Chapter07.html#collecting-revenue">Collecting Revenue</a></li>
<li><a href="handbook/Chapter07.html#paying-expenses">Paying Expenses</a></li>
<li><a href="handbook/Chapter07.html#realms-and-vassals">Realms and Vassals</a></li>
<li><a href="handbook/Chapter07.html#titles-of-nobility">Titles of Nobility</a></li>
<li><a href="handbook/Chapter07.html#keeping-the-peace">Keeping the Peace</a></li>
<li><a href="handbook/Chapter07.html#villages-towns-and-cities">Villages, Towns, and Cities</a></li>
<li><a href="handbook/Chapter07.html#establishing-strongholds-before-9th-level">Establishing Strongholds Before 9th Level</a></li>
<li><a href="handbook/Chapter07.html#chaotic-domains">Chaotic Domains</a></li>
<li><a href="handbook/Chapter07.html#dwarven-vaults">Dwarven Vaults</a></li>
<li><a href="handbook/Chapter07.html#elven-fastnesses">Elven Fastnesses</a></li>
<li><a href="handbook/Chapter07.html#hideouts-and-hijinks">Hideouts and Hijinks</a></li>
<li><a href="handbook/Chapter07.html#hijinks">Hijinks</a></li>
<li><a href="handbook/Chapter07.html#getting-caught">Getting Caught</a></li>
<li><a href="handbook/Chapter07.html#creating-a-criminal-guild">Creating a Criminal Guild</a></li>
<li><a href="handbook/Chapter07.html#managing-a-criminal-guild">Managing a Criminal Guild</a></li>
</ul>
</li>
<li><a href="handbook/Chapter07.html#sanctums-and-dungeons">Sanctums and Dungeons</a>
<ul>
<li><a href="handbook/Chapter07.html#constructing-a-dungeon">Constructing a Dungeon</a></li>
<li><a href="handbook/Chapter07.html#populating-a-dungeon">Populating a Dungeon</a></li>
<li><a href="handbook/Chapter07.html#harvesting-a-dungeon-for-monster-parts">Harvesting a Dungeon for Monster Parts</a></li>
<li><a href="handbook/Chapter07.html#peasants-and-dungeons">Peasants and Dungeons</a></li>
</ul>
</li>
<li><a href="handbook/Chapter07.html#mercantile-ventures">Mercantile Ventures</a>
<ul>
<li><a href="handbook/Chapter07.html#arbitrage-trading">Arbitrage Trading</a></li>
<li><a href="handbook/Chapter07.html#passenger-and-cargo-transport">Passenger and Cargo Transport</a></li>
<li><a href="handbook/Chapter07.html#merchant-ships-and-caravans">Merchant Ships and Caravans</a></li>
<li><a href="handbook/Chapter07.html#merchandise-tables">Merchandise Tables</a></li>
</ul>
</li>
<li><a href="handbook/Chapter07.html#earning-experience-from-campaigns">Earning Experience from Campaigns</a>
<ul>
<li><a href="handbook/Chapter07.html#experience-from-construction">Experience from Construction</a></li>
<li><a href="handbook/Chapter07.html#experience-from-domain-and-mercantile-income">Experience from Domain and Mercantile Income</a></li>
<li><a href="handbook/Chapter07.html#experience-from-magical-research">Experience from Magical Research</a></li>
<li><a href="handbook/Chapter07.html#experience-from-hijinks">Experience from Hijinks</a></li>
<li><a href="handbook/Chapter07.html#0th-level-characters-and-experience-from-campaigns">0th Level Characters and Experience from Campaigns</a></li>
</ul>
</li>
</ul>
<h3 id="chapter-8-monsterschapter08htmlchapter-8-monsters"><a href="handbook/Chapter08.html#chapter-8-monsters">Chapter 8 Monsters</a></h3>
<ul>
<li><a href="handbook/Chapter08.html#monster-characteristics">Monster Characteristics</a></li>
<li><a href="handbook/Chapter08.html#monster-types">Monster Types</a>
<ul>
<li><a href="handbook/Chapter08.html#animal">Animal</a></li>
<li><a href="handbook/Chapter08.html#beastman">Beastman</a></li>
<li><a href="handbook/Chapter08.html#construct">Construct</a></li>
<li><a href="handbook/Chapter08.html#enchanted-creature">Enchanted Creature</a></li>
<li><a href="handbook/Chapter08.html#fantastic-creature">Fantastic Creature</a></li>
<li><a href="handbook/Chapter08.html#giant-humanoid">Giant Humanoid</a></li>
<li><a href="handbook/Chapter08.html#humanoid">Humanoid</a></li>
<li><a href="handbook/Chapter08.html#ooze">Ooze</a></li>
<li><a href="handbook/Chapter08.html#summoned-creature">Summoned Creature</a></li>
<li><a href="handbook/Chapter08.html#undead">Undead</a></li>
<li><a href="handbook/Chapter08.html#vermin">Vermin</a></li>
</ul>
</li>
<li><a href="handbook/Chapter08.html#abbreviations">Abbreviations</a></li>
<li><a href="handbook/Chapter08.html#monster-listings">Monster Listings</a>
<ul>
<li><a href="handbook/Chapter08.html#ankheg">Ankheg</a></li>
<li><a href="handbook/Chapter08.html#ant-giant">Ant, Giant</a></li>
<li><a href="handbook/Chapter08.html#ape-white">Ape, White</a></li>
<li><a href="handbook/Chapter08.html#baboon-rock">Baboon, Rock</a></li>
<li><a href="handbook/Chapter08.html#basilisk">Basilisk</a></li>
<li><a href="handbook/Chapter08.html#bat">Bat</a></li>
<li><a href="handbook/Chapter08.html#bear">Bear</a></li>
<li><a href="handbook/Chapter08.html#bee-giant-killer">Bee, Giant Killer</a></li>
<li><a href="handbook/Chapter08.html#beetle-giant">Beetle, Giant</a></li>
<li><a href="handbook/Chapter08.html#black-pudding">Black Pudding</a></li>
<li><a href="handbook/Chapter08.html#blink-dog">Blink Dog</a></li>
<li><a href="handbook/Chapter08.html#boar">Boar</a></li>
<li><a href="handbook/Chapter08.html#bugbear">Bugbear</a></li>
<li><a href="handbook/Chapter08.html#caecilian">Caecilian</a></li>
<li><a href="handbook/Chapter08.html#camel">Camel</a></li>
<li><a href="handbook/Chapter08.html#carcass-scavenger">Carcass Scavenger</a></li>
<li><a href="handbook/Chapter08.html#cat-large">Cat, Large</a></li>
<li><a href="handbook/Chapter08.html#centaur">Centaur</a></li>
<li><a href="handbook/Chapter08.html#centipede-giant">Centipede, Giant</a></li>
<li><a href="handbook/Chapter08.html#chimera">Chimera</a></li>
<li><a href="handbook/Chapter08.html#cockatrice">Cockatrice</a></li>
<li><a href="handbook/Chapter08.html#crab-giant">Crab, Giant</a></li>
<li><a href="handbook/Chapter08.html#crocodile">Crocodile</a></li>
<li><a href="handbook/Chapter08.html#cyclops">Cyclops</a></li>
<li><a href="handbook/Chapter08.html#demon-boar">Demon Boar</a></li>
<li><a href="handbook/Chapter08.html#djinni">Djinni</a></li>
<li><a href="handbook/Chapter08.html#dog">Dog</a></li>
<li><a href="handbook/Chapter08.html#doppelganger">Doppelganger</a></li>
<li><a href="handbook/Chapter08.html#dragon">Dragon</a></li>
<li><a href="handbook/Chapter08.html#sea-dragons">Sea Dragons</a></li>
<li><a href="handbook/Chapter08.html#dragon-turtle">Dragon Turtle</a></li>
<li><a href="handbook/Chapter08.html#dwarf">Dwarf</a></li>
<li><a href="handbook/Chapter08.html#efreeti">Efreeti</a></li>
<li><a href="handbook/Chapter08.html#elemental">Elemental</a></li>
<li><a href="handbook/Chapter08.html#elephant">Elephant</a></li>
<li><a href="handbook/Chapter08.html#elf">Elf</a></li>
<li><a href="handbook/Chapter08.html#ettin">Ettin</a></li>
<li><a href="handbook/Chapter08.html#faerie">Faerie</a></li>
<li><a href="handbook/Chapter08.html#fish-giant">Fish, Giant</a></li>
<li><a href="handbook/Chapter08.html#fly-giant-carnivorous">Fly, Giant Carnivorous</a></li>
<li><a href="handbook/Chapter08.html#gargoyle">Gargoyle</a></li>
<li><a href="handbook/Chapter08.html#gelatinous-cube">Gelatinous Cube</a></li>
<li><a href="handbook/Chapter08.html#ghoul">Ghoul</a></li>
<li><a href="handbook/Chapter08.html#giant">Giant</a></li>
<li><a href="handbook/Chapter08.html#gnoll">Gnoll</a></li>
<li><a href="handbook/Chapter08.html#gnome">Gnome</a></li>
<li><a href="handbook/Chapter08.html#goblin">Goblin</a></li>
<li><a href="handbook/Chapter08.html#golem">Golem</a></li>
<li><a href="handbook/Chapter08.html#gorgon">Gorgon</a></li>
<li><a href="handbook/Chapter08.html#gray-ooze">Gray Ooze</a></li>
<li><a href="handbook/Chapter08.html#green-slime">Green Slime</a></li>
<li><a href="handbook/Chapter08.html#griffon">Griffon</a></li>
<li><a href="handbook/Chapter08.html#halfling">Halfling</a></li>
<li><a href="handbook/Chapter08.html#harpy">Harpy</a></li>
<li><a href="handbook/Chapter08.html#hawk">Hawk</a></li>
<li><a href="handbook/Chapter08.html#hell-hound">Hell Hound</a></li>
<li><a href="handbook/Chapter08.html#herd-animals">Herd Animals</a></li>
<li><a href="handbook/Chapter08.html#hippogriff">Hippogriff</a></li>
<li><a href="handbook/Chapter08.html#hobgoblin">Hobgoblin</a></li>
<li><a href="handbook/Chapter08.html#horse">Horse</a></li>
<li><a href="handbook/Chapter08.html#hydra">Hydra</a></li>
<li><a href="handbook/Chapter08.html#invisible-stalker">Invisible Stalker</a></li>
<li><a href="handbook/Chapter08.html#kobold">Kobold</a></li>
<li><a href="handbook/Chapter08.html#lamia">Lamia</a></li>
<li><a href="handbook/Chapter08.html#lammasu">Lammasu</a></li>
<li><a href="handbook/Chapter08.html#leech-giant">Leech, Giant</a></li>
<li><a href="handbook/Chapter08.html#lizard-giant">Lizard, Giant</a></li>
<li><a href="handbook/Chapter08.html#lizardman">Lizardman</a></li>
<li><a href="handbook/Chapter08.html#locust-cavern">Locust, Cavern</a></li>
<li><a href="handbook/Chapter08.html#lycanthrope">Lycanthrope</a></li>
<li><a href="handbook/Chapter08.html#manticore">Manticore</a></li>
<li><a href="handbook/Chapter08.html#mastodon">Mastodon</a></li>
<li><a href="handbook/Chapter08.html#medusa">Medusa</a></li>
<li><a href="handbook/Chapter08.html#men">Men</a></li>
<li><a href="handbook/Chapter08.html#mermen">Mermen</a></li>
<li><a href="handbook/Chapter08.html#minotaur">Minotaur</a></li>
<li><a href="handbook/Chapter08.html#morlock">Morlock</a></li>
<li><a href="handbook/Chapter08.html#mule">Mule</a></li>
<li><a href="handbook/Chapter08.html#mummy">Mummy</a></li>
<li><a href="handbook/Chapter08.html#neanderthal">Neanderthal</a></li>
<li><a href="handbook/Chapter08.html#nymph">Nymph</a></li>
<li><a href="handbook/Chapter08.html#ochre-jelly">Ochre Jelly</a></li>
<li><a href="handbook/Chapter08.html#octopus-giant">Octopus, Giant</a></li>
<li><a href="handbook/Chapter08.html#ogre">Ogre</a></li>
<li><a href="handbook/Chapter08.html#orc">Orc</a></li>
<li><a href="handbook/Chapter08.html#owl-bear">Owl Bear</a></li>
<li><a href="handbook/Chapter08.html#pegasus">Pegasus</a></li>
<li><a href="handbook/Chapter08.html#phase-tiger">Phase Tiger</a></li>
<li><a href="handbook/Chapter08.html#pterodactyl">Pterodactyl</a></li>
<li><a href="handbook/Chapter08.html#purple-worm">Purple Worm</a></li>
<li><a href="handbook/Chapter08.html#remorhaz">Remorhaz</a></li>
<li><a href="handbook/Chapter08.html#rhagodessa-giant">Rhagodessa, Giant</a></li>
<li><a href="handbook/Chapter08.html#rhinoceros">Rhinoceros</a></li>
<li><a href="handbook/Chapter08.html#roc">Roc</a></li>
<li><a href="handbook/Chapter08.html#rot-grub">Rot Grub</a></li>
<li><a href="handbook/Chapter08.html#rust-monster">Rust Monster</a></li>
<li><a href="handbook/Chapter08.html#salamander">Salamander</a></li>
<li><a href="handbook/Chapter08.html#scorpion-giant">Scorpion, Giant</a></li>
<li><a href="handbook/Chapter08.html#sea-serpent">Sea Serpent</a></li>
<li><a href="handbook/Chapter08.html#shadow">Shadow</a></li>
<li><a href="handbook/Chapter08.html#shark">Shark</a></li>
<li><a href="handbook/Chapter08.html#shrieker">Shrieker</a></li>
<li><a href="handbook/Chapter08.html#skeleton">Skeleton</a></li>
<li><a href="handbook/Chapter08.html#skittering-maw">Skittering Maw</a></li>
<li><a href="handbook/Chapter08.html#snake">Snake</a></li>
<li><a href="handbook/Chapter08.html#spectre">Spectre</a></li>
<li><a href="handbook/Chapter08.html#spider-giant">Spider, Giant</a></li>
<li><a href="handbook/Chapter08.html#squid-giant">Squid, Giant</a></li>
<li><a href="handbook/Chapter08.html#statue-animated">Statue, Animated</a></li>
<li><a href="handbook/Chapter08.html#stegosaurus">Stegosaurus</a></li>
<li><a href="handbook/Chapter08.html#stirge">Stirge</a></li>
<li><a href="handbook/Chapter08.html#swarm">Swarm</a></li>
<li><a href="handbook/Chapter08.html#throghrin">Throghrin</a></li>
<li><a href="handbook/Chapter08.html#titanothere">Titanothere</a></li>
<li><a href="handbook/Chapter08.html#toad-giant">Toad, Giant</a></li>
<li><a href="handbook/Chapter08.html#treant">Treant</a></li>
<li><a href="handbook/Chapter08.html#triceratops">Triceratops</a></li>
<li><a href="handbook/Chapter08.html#troglodyte">Troglodyte</a></li>
<li><a href="handbook/Chapter08.html#troll">Troll</a></li>
<li><a href="handbook/Chapter08.html#tyrannosaurus-rex">Tyrannosaurus Rex</a></li>
<li><a href="handbook/Chapter08.html#unicorn">Unicorn</a></li>
<li><a href="handbook/Chapter08.html#vampire">Vampire</a></li>
<li><a href="handbook/Chapter08.html#varmint-giant">Varmint, Giant</a></li>
<li><a href="handbook/Chapter08.html#whale">Whale</a></li>
<li><a href="handbook/Chapter08.html#wight">Wight</a></li>
<li><a href="handbook/Chapter08.html#wolf">Wolf</a></li>
<li><a href="handbook/Chapter08.html#wraith">Wraith</a></li>
<li><a href="handbook/Chapter08.html#wyvern">Wyvern</a></li>
<li><a href="handbook/Chapter08.html#yellow-mold">Yellow Mold</a></li>
<li><a href="handbook/Chapter08.html#zombie">Zombie</a></li>
</ul>
</li>
</ul>
<h3 id="chapter-9-treasurechapter09htmlchapter-9-treasure"><a href="handbook/Chapter09.html#chapter-9-treasure">Chapter 9 Treasure</a></h3>
<ul>
<li><a href="handbook/Chapter09.html#random-treasure-generation">Random Treasure Generation</a></li>
<li><a href="handbook/Chapter09.html#planned-treasure-generation">Planned Treasure Generation</a>
<ul>
<li><a href="handbook/Chapter09.html#gems">Gems</a></li>
<li><a href="handbook/Chapter09.html#jewelry">Jewelry</a></li>
<li><a href="handbook/Chapter09.html#special-treasures">Special Treasures</a></li>
<li><a href="handbook/Chapter09.html#scavenging-treasure">Scavenging Treasure</a></li>
</ul>
</li>
<li><a href="handbook/Chapter09.html#identifying-and-using-magic-items">Identifying and Using Magic Items</a></li>
<li><a href="handbook/Chapter09.html#magic-item-tables">Magic Item Tables</a></li>
<li><a href="handbook/Chapter09.html#magic-item-descriptions">Magic Item Descriptions</a>
<ul>
<li><a href="handbook/Chapter09.html#potions">Potions</a></li>
<li><a href="handbook/Chapter09.html#rings">Rings</a></li>
<li><a href="handbook/Chapter09.html#scrolls">Scrolls</a></li>
<li><a href="handbook/Chapter09.html#rods-staffs-and-wands">Rods, Staffs, and Wands</a></li>
<li><a href="handbook/Chapter09.html#miscellaneous-magic-items">Miscellaneous Magic Items</a></li>
<li><a href="handbook/Chapter09.html#weapons-armor-and-swords">Weapons, Armor, and Swords</a></li>
<li><a href="handbook/Chapter09.html#swords">Swords</a></li>
<li><a href="handbook/Chapter09.html#other-magic-weapons">Other Magic Weapons</a></li>
<li><a href="handbook/Chapter09.html#sentient-weapons">Sentient Weapons</a></li>
</ul>
</li>
<li><a href="handbook/Chapter09.html#buying-and-selling-magic-items">Buying and Selling Magic Items</a></li>
</ul>
<h3 id="chapter-10-secretschapter10htmlchapter-10-secrets"><a href="handbook/Chapter10.html#chapter-10-secrets">Chapter 10 Secrets</a></h3>
<ul>
<li><a href="handbook/Chapter10.html#constructing-the-campaign-setting">Constructing the Campaign Setting</a>
<ul>
<li><a href="handbook/Chapter10.html#mapping-the-setting">Mapping the Setting</a></li>
<li><a href="handbook/Chapter10.html#developing-the-realms">Developing the Realms</a></li>
<li><a href="handbook/Chapter10.html#placing-villages-towns-and-cities">Placing Villages, Towns, and Cities</a></li>
<li><a href="handbook/Chapter10.html#generating-demand-modifiers">Generating Demand Modifiers</a></li>
<li><a href="handbook/Chapter10.html#assign-npc-rulers">Assign NPC Rulers</a></li>
</ul>
</li>
<li><a href="handbook/Chapter10.html#constructing-the-region">Constructing the Region</a>
<ul>
<li><a href="handbook/Chapter10.html#dynamic-lairs">Dynamic Lairs</a></li>
<li><a href="handbook/Chapter10.html#balancing-the-challenge">Balancing the Challenge</a></li>
</ul>
</li>
<li><a href="handbook/Chapter10.html#constructing-the-starting-city">Constructing the Starting City</a>
<ul>
<li><a href="handbook/Chapter10.html#determine-criminal-guilds">Determine Criminal Guilds</a></li>
<li><a href="handbook/Chapter10.html#adventure-hooks">Adventure Hooks</a></li>
</ul>
</li>
<li><a href="handbook/Chapter10.html#constructing-the-dungeons">Constructing the Dungeons</a>
<ul>
<li><a href="handbook/Chapter10.html#selecting-dungeon-type">Selecting Dungeon Type</a></li>
<li><a href="handbook/Chapter10.html#stocking-the-dungeon">Stocking the Dungeon</a></li>
<li><a href="handbook/Chapter10.html#placing-monsters">Placing Monsters</a></li>
<li><a href="handbook/Chapter10.html#placing-traps">Placing Traps</a></li>
<li><a href="handbook/Chapter10.html#unique-encounters">Unique Encounters</a></li>
<li><a href="handbook/Chapter10.html#assigning-treasure">Assigning Treasure</a></li>
<li><a href="handbook/Chapter10.html#finishing-the-dungeon-design">Finishing the Dungeon Design</a></li>
</ul>
</li>
<li><a href="handbook/Chapter10.html#wandering-monsters">Wandering Monsters</a>
<ul>
<li><a href="handbook/Chapter10.html#wandering-monsters-in-the-dungeon">Wandering Monsters in the Dungeon</a></li>
<li><a href="handbook/Chapter10.html#creating-dungeon-wandering-monster-tables">Creating Dungeon Wandering Monster Tables</a></li>
<li><a href="handbook/Chapter10.html#wandering-monsters-in-the-wilderness">Wandering Monsters in the Wilderness</a></li>
<li><a href="handbook/Chapter10.html#npc-parties">NPC Parties</a></li>
</ul>
</li>
<li><a href="handbook/Chapter10.html#additional-rules-for-judges">Additional Rules for Judges</a>
<ul>
<li><a href="handbook/Chapter10.html#aging-and-death">Aging and Death</a></li>
<li><a href="handbook/Chapter10.html#poisons">Poisons</a></li>
<li><a href="handbook/Chapter10.html#use-of-poison">Use of Poison</a></li>
<li><a href="handbook/Chapter10.html#slavery">Slavery</a></li>
<li><a href="handbook/Chapter10.html#sinkholes-of-evil">Sinkholes of Evil</a></li>
<li><a href="handbook/Chapter10.html#transformations">Transformations</a></li>
</ul>
</li>
<li><a href="handbook/Chapter10.html#playing-with-advanced-characters">Playing with Advanced Characters</a>
<ul>
<li><a href="handbook/Chapter10.html#tiers">Tiers</a></li>
<li><a href="handbook/Chapter10.html#ability-scores-and-hit-points">Ability Scores and Hit Points</a></li>
<li><a href="handbook/Chapter10.html#starting-experience-points">Starting Experience Points</a></li>
<li><a href="handbook/Chapter10.html#class-and-level">Class and Level</a></li>
<li><a href="handbook/Chapter10.html#proficiencies-and-spells-repertoire">Proficiencies and Spells Repertoire</a></li>
<li><a href="handbook/Chapter10.html#starting-wealth">Starting Wealth</a></li>
<li><a href="handbook/Chapter10.html#domains">Domains</a></li>
<li><a href="handbook/Chapter10.html#adventurers-conquerors-and-kings">Adventurers, Conquerors, and Kings</a></li>
</ul>
</li>
<li><a href="handbook/Chapter10.html#recommended-reading-for-judges">Recommended Reading for Judges</a></li>
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<h3 id="open-game-licenseoglhtmlopen-game-license"><a href="handbook/OGL.html#open-game-license">Open Game License</a></h3>
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<h1 id="adventurer-conqueror-king-system">Adventurer Conqueror King System</h1>
<p><strong>Rules for Roleplaying in a World of Swords, Sorcery, and Strongholds</strong></p>
<h2 id="table-of-contents">Table of Contents</h2>
<p><a href="Chapter01.html#chapter-1-introduction">Chapter 1 Introduction</a></p>
<p><a href="Chapter02.html#chapter-2-characters">Chapter 2 Characters</a></p>
<p><a href="Chapter03.html#chapter-3-equipment">Chapter 3 Equipment</a></p>
<p><a href="Chapter04.html#chapter-4-proficiencies">Chapter 4 Proficiencies</a></p>
<p><a href="Chapter05.html#chapter-5-spells">Chapter 5 Spells</a></p>
<p><a href="Chapter06.html#chapter-6-adventures">Chapter 6 Adventures</a></p>
<p><a href="Chapter07.html#chapter-7-campaigns">Chapter 7 Campaigns</a></p>
<p><a href="Chapter08.html#chapter-8-monsters">Chapter 8 Monsters</a></p>
<p><a href="Chapter09.html#chapter-9-treasure">Chapter 9 Treasure</a></p>
<p><a href="Chapter10.html#chapter-10-secrets">Chapter 10 Secrets</a></p>
<p><a href="OGL.html#open-game-license">OGL</a></p>
<h2 id="detailed-table-of-contents">Detailed Table of Contents</h2>
<h3 id="chapter-1-introductionchapter01htmlchapter-1-introduction"><a href="Chapter01.html#chapter-1-introduction">Chapter 1 Introduction</a></h3>
<ul>
<li><a href="Chapter01.html#about-the-game">About the Game</a></li>
<li><a href="Chapter01.html#how-to-use-this-book">How to Use This Book</a></li>
<li><a href="Chapter01.html#the-basics-of-the-game">The Basics of The Game</a></li>
<li><a href="Chapter01.html#winning-and-losing-the-game">Winning and Losing the Game</a></li>
<li><a href="Chapter01.html#dice">Dice</a></li>
<li><a href="Chapter01.html#rolling-and-throwing-the-dice">Rolling and Throwing the Dice</a>
<ul>
<li><a href="Chapter01.html#rolling-the-dice">Rolling the Dice</a></li>
<li><a href="Chapter01.html#throwing-the-dice">Throwing the Dice</a></li>
<li><a href="Chapter01.html#what-kind-of-die-should-you-use">What Kind of Die Should You Use?</a></li>
</ul>
</li>
<li><a href="Chapter01.html#common-abbreviations">Common Abbreviations</a></li>
</ul>
<h3 id="chapter-2-characterschapter02htmlchapter-2-characters"><a href="Chapter02.html#chapter-2-characters">Chapter 2 Characters</a></h3>
<ul>
<li><a href="Chapter02.html#creating-a-character">Creating a Character</a>
<ul>
<li><a href="Chapter02.html#generating-multiple-characters-optional">Generating Multiple Characters (Optional)</a></li>
</ul>
</li>
<li><a href="Chapter02.html#character-abilities">Character Abilities</a>
<ul>
<li><a href="Chapter02.html#classes-and-ability-scores">Classes and Ability Scores</a></li>
</ul>
</li>
<li><a href="Chapter02.html#hit-points">Hit Points</a></li>
<li><a href="Chapter02.html#character-classes">Character Classes</a></li>
<li><a href="Chapter02.html#core-classes">Core Classes</a>
<ul>
<li><a href="Chapter02.html#fighter">Fighter</a></li>
<li><a href="Chapter02.html#mage">Mage</a></li>
<li><a href="Chapter02.html#cleric">Cleric</a></li>
<li><a href="Chapter02.html#thief">Thief</a></li>
</ul>
</li>
<li><a href="Chapter02.html#campaign-classes">Campaign Classes</a>
<ul>
<li><a href="Chapter02.html#assassin">Assassin</a></li>
<li><a href="Chapter02.html#bard">Bard</a></li>
<li><a href="Chapter02.html#bladedancer">Bladedancer</a></li>
<li><a href="Chapter02.html#explorer">Explorer</a></li>
</ul>
</li>
<li><a href="Chapter02.html#demi-human-classes">Demi-Human Classes</a>
<ul>
<li><a href="Chapter02.html#dwarven-vaultguard">Dwarven Vaultguard</a></li>
<li><a href="Chapter02.html#dwarven-craftpriest">Dwarven Craftpriest</a></li>
<li><a href="Chapter02.html#elven-spellsword">Elven Spellsword</a></li>
<li><a href="Chapter02.html#elven-nightblade">Elven Nightblade</a></li>
</ul>
</li>
<li><a href="Chapter02.html#alignment">Alignment</a></li>
<li><a href="Chapter02.html#adventuring-parties">Adventuring Parties</a></li>
</ul>
<h3 id="chapter-3-equipmentchapter03htmlchapter-3-equipment"><a href="Chapter03.html#chapter-3-equipment">Chapter 3 Equipment</a></h3>
<ul>
<li><a href="Chapter03.html#the-basics-of-equipment">The Basics of Equipment</a></li>
<li><a href="Chapter03.html#coins-and-money">Coins and Money</a>
<ul>
<li><a href="Chapter03.html#whats-a-gold-piece-worth">What’s a Gold Piece Worth?</a></li>
</ul>
</li>
<li><a href="Chapter03.html#purchasing-equipment">Purchasing Equipment</a>
<ul>
<li><a href="Chapter03.html#equipment-availability">Equipment Availability</a></li>
<li><a href="Chapter03.html#commissioning-equipment">Commissioning Equipment</a></li>
</ul>
</li>
<li><a href="Chapter03.html#weapons-and-equipment">Weapons and Equipment</a></li>
<li><a href="Chapter03.html#equipment-descriptions">Equipment Descriptions</a></li>
<li><a href="Chapter03.html#encumbrance">Encumbrance</a></li>
<li><a href="Chapter03.html#hirelings-henchmen-mercenaries-and-specialists">Hirelings, Henchmen, Mercenaries, and Specialists</a>
<ul>
<li><a href="Chapter03.html#henchmen">Henchmen</a></li>
<li><a href="Chapter03.html#mercenaries">Mercenaries</a></li>
<li><a href="Chapter03.html#specialists">Specialists</a></li>
</ul>
</li>
</ul>
<h3 id="chapter-4-proficiencieschapter04htmlchapter-4-proficiencies"><a href="Chapter04.html#chapter-4-proficiencies">Chapter 4 Proficiencies</a></h3>
<ul>
<li><a href="Chapter04.html#the-basics-of-proficiencies">The Basics of Proficiencies</a></li>
<li><a href="Chapter04.html#starting-proficiencies">Starting Proficiencies</a></li>
<li><a href="Chapter04.html#gaining-proficiencies">Gaining Proficiencies</a></li>
<li><a href="Chapter04.html#proficiency-lists">Proficiency Lists</a></li>
<li><a href="Chapter04.html#proficiency-descriptions">Proficiency Descriptions</a></li>
<li><a href="Chapter04.html#proficiencies-of-normal-humans-and-demi-humans">Proficiencies of Normal Humans and Demi-Humans</a></li>
</ul>
<h3 id="chapter-5-spellschapter05htmlchapter-5-spells"><a href="Chapter05.html#chapter-5-spells">Chapter 5 Spells</a></h3>
<ul>
<li><a href="Chapter05.html#spells-and-spellcasters">Spells and Spellcasters</a></li>
<li><a href="Chapter05.html#casting-spells">Casting Spells</a></li>
<li><a href="Chapter05.html#spell-repertoire">Spell Repertoire</a>
<ul>
<li><a href="Chapter05.html#divine-spell-repertoire">Divine Spell Repertoire</a></li>
<li><a href="Chapter05.html#arcane-spell-repertoire">Arcane Spell Repertoire</a></li>
</ul>
</li>
<li><a href="Chapter05.html#reversible-spells">Reversible Spells</a></li>
<li><a href="Chapter05.html#spell-signatures">Spell Signatures</a></li>
<li><a href="Chapter05.html#arcane-spell-list">Arcane Spell List</a></li>
<li><a href="Chapter05.html#divine-spell-list-cleric">Divine Spell List (Cleric)</a></li>
<li><a href="Chapter05.html#divine-spell-list-bladedancer">Divine Spell List (Bladedancer)</a></li>
<li><a href="Chapter05.html#spell-index">Spell Index</a></li>
</ul>
<h3 id="chapter-6-adventureschapter06htmlchapter-6-adventures"><a href="Chapter06.html#chapter-6-adventures">Chapter 6 Adventures</a></h3>
<ul>
<li><a href="Chapter06.html#dungeons-wilderness-and-sea">Dungeons, Wilderness, and Sea</a>
<ul>
<li><a href="Chapter06.html#dungeon-adventures">Dungeon Adventures</a></li>
<li><a href="Chapter06.html#marching-and-mapping">Marching and Mapping</a></li>
<li><a href="Chapter06.html#time-and-movement">Time and Movement</a></li>
<li><a href="Chapter06.html#rest">Rest</a></li>
<li><a href="Chapter06.html#light-and-darkness">Light and Darkness</a></li>
<li><a href="Chapter06.html#doors">Doors</a></li>
<li><a href="Chapter06.html#traps-and-trap-detection">Traps and Trap Detection</a></li>
</ul>
</li>
<li><a href="Chapter06.html#wilderness-adventures">Wilderness Adventures</a>
<ul>
<li><a href="Chapter06.html#marching-and-mapping-in-the-wilderness">Marching and Mapping in the Wilderness</a></li>
<li><a href="Chapter06.html#time-and-wilderness-movement">Time and Wilderness Movement</a></li>
<li><a href="Chapter06.html#getting-lost">Getting Lost</a></li>
<li><a href="Chapter06.html#rations-and-foraging">Rations and Foraging</a></li>
<li><a href="Chapter06.html#air-travel">Air Travel</a></li>
</ul>
</li>
<li><a href="Chapter06.html#sea-adventures">Sea Adventures</a>
<ul>
<li><a href="Chapter06.html#sea-vessels">Sea Vessels</a></li>
<li><a href="Chapter06.html#sea-movement">Sea Movement</a></li>
<li><a href="Chapter06.html#getting-lost">Getting Lost</a></li>
<li><a href="Chapter06.html#rations-and-fishing">Rations and Fishing</a></li>
</ul>
</li>
<li><a href="Chapter06.html#encounters">Encounters</a>
<ul>
<li><a href="Chapter06.html#dungeon-encounters">Dungeon Encounters</a></li>
<li><a href="Chapter06.html#wilderness-encounters">Wilderness Encounters</a></li>
<li><a href="Chapter06.html#sea-encounters">Sea Encounters</a></li>
</ul>
</li>
<li><a href="Chapter06.html#monsters-encountered">Monsters Encountered</a></li>
<li><a href="Chapter06.html#surprise">Surprise</a>
<ul>
<li><a href="Chapter06.html#surprise-and-sneaking">Surprise and Sneaking</a></li>
</ul>
</li>
<li><a href="Chapter06.html#reactions">Reactions</a></li>
<li><a href="Chapter06.html#evasion-and-pursuit">Evasion and Pursuit</a>
<ul>
<li><a href="Chapter06.html#chases-in-the-dungeon">Chases in the Dungeon</a></li>
<li><a href="Chapter06.html#chases-in-the-wilderness">Chases in the Wilderness</a></li>
<li><a href="Chapter06.html#chases-at-sea">Chases at Sea</a></li>
</ul>
</li>
<li><a href="Chapter06.html#initiative">Initiative</a></li>
<li><a href="Chapter06.html#movement">Movement</a>
<ul>
<li><a href="Chapter06.html#running">Running</a></li>
<li><a href="Chapter06.html#charging">Charging</a></li>
<li><a href="Chapter06.html#set-weapon-against-charge">Set Weapon against Charge</a></li>
<li><a href="Chapter06.html#defensive-movement">Defensive Movement</a></li>
<li><a href="Chapter06.html#other-movement">Other Movement</a></li>
</ul>
</li>
<li><a href="Chapter06.html#how-to-attack">How to Attack</a>
<ul>
<li><a href="Chapter06.html#melee-combat">Melee Combat</a></li>
<li><a href="Chapter06.html#missile-attacks">Missile Attacks</a></li>
<li><a href="Chapter06.html#casting-spells">Casting Spells</a></li>
<li><a href="Chapter06.html#other-actions">Other Actions</a></li>
</ul>
</li>
<li><a href="Chapter06.html#damage">Damage</a>
<ul>
<li><a href="Chapter06.html#double-damage">Double Damage</a></li>
<li><a href="Chapter06.html#invulnerable-monsters">“Invulnerable” Monsters</a></li>
<li><a href="Chapter06.html#effects-of-damage">Effects of Damage</a></li>
<li><a href="Chapter06.html#healing">Healing</a></li>
<li><a href="Chapter06.html#nonlethal-damage">Nonlethal Damage</a></li>
</ul>
</li>
<li><a href="Chapter06.html#mortal-wounds">Mortal Wounds</a></li>
<li><a href="Chapter06.html#tampering-with-mortality">Tampering with Mortality</a></li>
<li><a href="Chapter06.html#cleaving">Cleaving</a></li>
<li><a href="Chapter06.html#saving-throws">Saving Throws</a>
<ul>
<li><a href="Chapter06.html#saving-throw-categories">Saving Throw Categories</a></li>
</ul>
</li>
<li><a href="Chapter06.html#special-maneuvers">Special Maneuvers</a>
<ul>
<li><a href="Chapter06.html#brawling">Brawling</a></li>
<li><a href="Chapter06.html#disarm">Disarm</a></li>
<li><a href="Chapter06.html#force-back">Force Back</a></li>
<li><a href="Chapter06.html#incapacitate">Incapacitate</a></li>
<li><a href="Chapter06.html#knock-down">Knock Down</a></li>
<li><a href="Chapter06.html#overrun">Overrun</a></li>
<li><a href="Chapter06.html#sunder">Sunder</a></li>
<li><a href="Chapter06.html#wrestling">Wrestling</a></li>
<li><a href="Chapter06.html#special-maneuvers-between-opponents-of-vastly-different-size-or-unusual-shape">Special Maneuvers Between Opponents of Vastly Different Size or Unusual Shape</a></li>
</ul>
</li>
<li><a href="Chapter06.html#morale-rolls">Morale Rolls</a></li>
<li><a href="Chapter06.html#mounted-combat">Mounted Combat</a>
<ul>
<li><a href="Chapter06.html#mounted-initiative-and-movement">Mounted Initiative and Movement</a></li>
<li><a href="Chapter06.html#mounted-attacks">Mounted Attacks</a></li>
<li><a href="Chapter06.html#mounts-and-damage">Mounts and Damage</a></li>
</ul>
</li>
<li><a href="Chapter06.html#sea-combat">Sea Combat</a>
<ul>
<li><a href="Chapter06.html#ship-initiative">Ship Initiative</a></li>
<li><a href="Chapter06.html#structural-hit-points">Structural Hit Points</a></li>
<li><a href="Chapter06.html#ship-to-ship-combat">Ship-to-Ship Combat</a></li>
<li><a href="Chapter06.html#swimming-and-drowning">Swimming and Drowning</a></li>
</ul>
</li>
<li><a href="Chapter06.html#earning-experience-from-adventures">Earning Experience from Adventures</a>
<ul>
<li><a href="Chapter06.html#experience-from-treasure">Experience from Treasure</a></li>
<li><a href="Chapter06.html#experience-from-monsters">Experience from Monsters</a></li>
<li><a href="Chapter06.html#allocating-xp">Allocating XP</a></li>
<li><a href="Chapter06.html#adjustments-to-xp">Adjustments to XP</a></li>
<li><a href="Chapter06.html#character-advancement">Character Advancement</a></li>
<li><a href="Chapter06.html#character-death">Character Death</a></li>
<li><a href="Chapter06.html#0th-level-characters-and-experience-from-adventuring">0th Level Characters and Experience from Adventuring</a></li>
</ul>
</li>
</ul>
<h3 id="chapter-7-campaignschapter07htmlchapter-7-campaigns"><a href="Chapter07.html#chapter-7-campaigns">Chapter 7 Campaigns</a></h3>
<ul>
<li><a href="Chapter07.html#magic-research">Magic Research</a>
<ul>
<li><a href="Chapter07.html#researching-spells">Researching Spells</a></li>
<li><a href="Chapter07.html#creating-magical-items">Creating Magical Items</a></li>
</ul>
</li>
<li><a href="Chapter07.html#ritual-spells">Ritual Spells</a></li>
<li><a href="Chapter07.html#constructs">Constructs</a>
<ul>
<li><a href="Chapter07.html#creating-constructs">Creating Constructs</a></li>
<li><a href="Chapter07.html#designing-constructs">Designing Constructs</a></li>
</ul>
</li>
<li><a href="Chapter07.html#crossbreeds">Crossbreeds</a>
<ul>
<li><a href="Chapter07.html#creating-crossbreeds">Creating Crossbreeds</a></li>
</ul>
</li>
<li><a href="Chapter07.html#necromancy">Necromancy</a>
<ul>
<li><a href="Chapter07.html#granting-unlife">Granting Unlife</a></li>
</ul>
</li>
<li><a href="Chapter07.html#divine-power">Divine Power</a>
<ul>
<li><a href="Chapter07.html#congregations">Congregations</a></li>
<li><a href="Chapter07.html#blood-sacrifice">Blood Sacrifice</a></li>
</ul>
</li>
<li><a href="Chapter07.html#strongholds-and-domains">Strongholds and Domains</a>
<ul>
<li><a href="Chapter07.html#securing-the-domain">Securing the Domain</a></li>
<li><a href="Chapter07.html#establishing-the-stronghold">Establishing the Stronghold</a></li>
<li><a href="Chapter07.html#attracting-peasants-and-followers">Attracting Peasants and Followers</a></li>
<li><a href="Chapter07.html#follower-type-and-equipment-by-class">Follower Type and Equipment by Class</a></li>
<li><a href="Chapter07.html#growing-the-domain">Growing the Domain</a></li>
<li><a href="Chapter07.html#collecting-revenue">Collecting Revenue</a></li>
<li><a href="Chapter07.html#paying-expenses">Paying Expenses</a></li>
<li><a href="Chapter07.html#realms-and-vassals">Realms and Vassals</a></li>
<li><a href="Chapter07.html#titles-of-nobility">Titles of Nobility</a></li>
<li><a href="Chapter07.html#keeping-the-peace">Keeping the Peace</a></li>
<li><a href="Chapter07.html#villages-towns-and-cities">Villages, Towns, and Cities</a></li>
<li><a href="Chapter07.html#establishing-strongholds-before-9th-level">Establishing Strongholds Before 9th Level</a></li>
<li><a href="Chapter07.html#chaotic-domains">Chaotic Domains</a></li>
<li><a href="Chapter07.html#dwarven-vaults">Dwarven Vaults</a></li>
<li><a href="Chapter07.html#elven-fastnesses">Elven Fastnesses</a></li>
<li><a href="Chapter07.html#hideouts-and-hijinks">Hideouts and Hijinks</a></li>
<li><a href="Chapter07.html#hijinks">Hijinks</a></li>
<li><a href="Chapter07.html#getting-caught">Getting Caught</a></li>
<li><a href="Chapter07.html#creating-a-criminal-guild">Creating a Criminal Guild</a></li>
<li><a href="Chapter07.html#managing-a-criminal-guild">Managing a Criminal Guild</a></li>
</ul>
</li>
<li><a href="Chapter07.html#sanctums-and-dungeons">Sanctums and Dungeons</a>
<ul>
<li><a href="Chapter07.html#constructing-a-dungeon">Constructing a Dungeon</a></li>
<li><a href="Chapter07.html#populating-a-dungeon">Populating a Dungeon</a></li>
<li><a href="Chapter07.html#harvesting-a-dungeon-for-monster-parts">Harvesting a Dungeon for Monster Parts</a></li>
<li><a href="Chapter07.html#peasants-and-dungeons">Peasants and Dungeons</a></li>
</ul>
</li>
<li><a href="Chapter07.html#mercantile-ventures">Mercantile Ventures</a>
<ul>
<li><a href="Chapter07.html#arbitrage-trading">Arbitrage Trading</a></li>
<li><a href="Chapter07.html#passenger-and-cargo-transport">Passenger and Cargo Transport</a></li>
<li><a href="Chapter07.html#merchant-ships-and-caravans">Merchant Ships and Caravans</a></li>
<li><a href="Chapter07.html#merchandise-tables">Merchandise Tables</a></li>
</ul>
</li>
<li><a href="Chapter07.html#earning-experience-from-campaigns">Earning Experience from Campaigns</a>
<ul>
<li><a href="Chapter07.html#experience-from-construction">Experience from Construction</a></li>
<li><a href="Chapter07.html#experience-from-domain-and-mercantile-income">Experience from Domain and Mercantile Income</a></li>
<li><a href="Chapter07.html#experience-from-magical-research">Experience from Magical Research</a></li>
<li><a href="Chapter07.html#experience-from-hijinks">Experience from Hijinks</a></li>
<li><a href="Chapter07.html#0th-level-characters-and-experience-from-campaigns">0th Level Characters and Experience from Campaigns</a></li>
</ul>
</li>
</ul>
<h3 id="chapter-8-monsterschapter08htmlchapter-8-monsters"><a href="Chapter08.html#chapter-8-monsters">Chapter 8 Monsters</a></h3>
<ul>
<li><a href="Chapter08.html#monster-characteristics">Monster Characteristics</a></li>
<li><a href="Chapter08.html#monster-types">Monster Types</a>
<ul>
<li><a href="Chapter08.html#animal">Animal</a></li>
<li><a href="Chapter08.html#beastman">Beastman</a></li>
<li><a href="Chapter08.html#construct">Construct</a></li>
<li><a href="Chapter08.html#enchanted-creature">Enchanted Creature</a></li>
<li><a href="Chapter08.html#fantastic-creature">Fantastic Creature</a></li>
<li><a href="Chapter08.html#giant-humanoid">Giant Humanoid</a></li>
<li><a href="Chapter08.html#humanoid">Humanoid</a></li>
<li><a href="Chapter08.html#ooze">Ooze</a></li>
<li><a href="Chapter08.html#summoned-creature">Summoned Creature</a></li>
<li><a href="Chapter08.html#undead">Undead</a></li>
<li><a href="Chapter08.html#vermin">Vermin</a></li>
</ul>
</li>
<li><a href="Chapter08.html#abbreviations">Abbreviations</a></li>
<li><a href="Chapter08.html#monster-listings">Monster Listings</a>
<ul>
<li><a href="Chapter08.html#ankheg">Ankheg</a></li>
<li><a href="Chapter08.html#ant-giant">Ant, Giant</a></li>
<li><a href="Chapter08.html#ape-white">Ape, White</a></li>
<li><a href="Chapter08.html#baboon-rock">Baboon, Rock</a></li>
<li><a href="Chapter08.html#basilisk">Basilisk</a></li>
<li><a href="Chapter08.html#bat">Bat</a></li>
<li><a href="Chapter08.html#bear">Bear</a></li>
<li><a href="Chapter08.html#bee-giant-killer">Bee, Giant Killer</a></li>
<li><a href="Chapter08.html#beetle-giant">Beetle, Giant</a></li>
<li><a href="Chapter08.html#black-pudding">Black Pudding</a></li>
<li><a href="Chapter08.html#blink-dog">Blink Dog</a></li>
<li><a href="Chapter08.html#boar">Boar</a></li>
<li><a href="Chapter08.html#bugbear">Bugbear</a></li>
<li><a href="Chapter08.html#caecilian">Caecilian</a></li>
<li><a href="Chapter08.html#camel">Camel</a></li>
<li><a href="Chapter08.html#carcass-scavenger">Carcass Scavenger</a></li>
<li><a href="Chapter08.html#cat-large">Cat, Large</a></li>
<li><a href="Chapter08.html#centaur">Centaur</a></li>
<li><a href="Chapter08.html#centipede-giant">Centipede, Giant</a></li>
<li><a href="Chapter08.html#chimera">Chimera</a></li>
<li><a href="Chapter08.html#cockatrice">Cockatrice</a></li>
<li><a href="Chapter08.html#crab-giant">Crab, Giant</a></li>
<li><a href="Chapter08.html#crocodile">Crocodile</a></li>
<li><a href="Chapter08.html#cyclops">Cyclops</a></li>
<li><a href="Chapter08.html#demon-boar">Demon Boar</a></li>
<li><a href="Chapter08.html#djinni">Djinni</a></li>
<li><a href="Chapter08.html#dog">Dog</a></li>
<li><a href="Chapter08.html#doppelganger">Doppelganger</a></li>
<li><a href="Chapter08.html#dragon">Dragon</a></li>
<li><a href="Chapter08.html#sea-dragons">Sea Dragons</a></li>
<li><a href="Chapter08.html#dragon-turtle">Dragon Turtle</a></li>
<li><a href="Chapter08.html#dwarf">Dwarf</a></li>
<li><a href="Chapter08.html#efreeti">Efreeti</a></li>
<li><a href="Chapter08.html#elemental">Elemental</a></li>
<li><a href="Chapter08.html#elephant">Elephant</a></li>
<li><a href="Chapter08.html#elf">Elf</a></li>
<li><a href="Chapter08.html#ettin">Ettin</a></li>
<li><a href="Chapter08.html#faerie">Faerie</a></li>
<li><a href="Chapter08.html#fish-giant">Fish, Giant</a></li>
<li><a href="Chapter08.html#fly-giant-carnivorous">Fly, Giant Carnivorous</a></li>
<li><a href="Chapter08.html#gargoyle">Gargoyle</a></li>
<li><a href="Chapter08.html#gelatinous-cube">Gelatinous Cube</a></li>
<li><a href="Chapter08.html#ghoul">Ghoul</a></li>
<li><a href="Chapter08.html#giant">Giant</a></li>
<li><a href="Chapter08.html#gnoll">Gnoll</a></li>
<li><a href="Chapter08.html#gnome">Gnome</a></li>
<li><a href="Chapter08.html#goblin">Goblin</a></li>
<li><a href="Chapter08.html#golem">Golem</a></li>
<li><a href="Chapter08.html#gorgon">Gorgon</a></li>
<li><a href="Chapter08.html#gray-ooze">Gray Ooze</a></li>
<li><a href="Chapter08.html#green-slime">Green Slime</a></li>
<li><a href="Chapter08.html#griffon">Griffon</a></li>
<li><a href="Chapter08.html#halfling">Halfling</a></li>
<li><a href="Chapter08.html#harpy">Harpy</a></li>
<li><a href="Chapter08.html#hawk">Hawk</a></li>
<li><a href="Chapter08.html#hell-hound">Hell Hound</a></li>
<li><a href="Chapter08.html#herd-animals">Herd Animals</a></li>
<li><a href="Chapter08.html#hippogriff">Hippogriff</a></li>
<li><a href="Chapter08.html#hobgoblin">Hobgoblin</a></li>
<li><a href="Chapter08.html#horse">Horse</a></li>
<li><a href="Chapter08.html#hydra">Hydra</a></li>
<li><a href="Chapter08.html#invisible-stalker">Invisible Stalker</a></li>
<li><a href="Chapter08.html#kobold">Kobold</a></li>
<li><a href="Chapter08.html#lamia">Lamia</a></li>
<li><a href="Chapter08.html#lammasu">Lammasu</a></li>
<li><a href="Chapter08.html#leech-giant">Leech, Giant</a></li>
<li><a href="Chapter08.html#lizard-giant">Lizard, Giant</a></li>
<li><a href="Chapter08.html#lizardman">Lizardman</a></li>
<li><a href="Chapter08.html#locust-cavern">Locust, Cavern</a></li>
<li><a href="Chapter08.html#lycanthrope">Lycanthrope</a></li>
<li><a href="Chapter08.html#manticore">Manticore</a></li>
<li><a href="Chapter08.html#mastodon">Mastodon</a></li>
<li><a href="Chapter08.html#medusa">Medusa</a></li>
<li><a href="Chapter08.html#men">Men</a></li>
<li><a href="Chapter08.html#mermen">Mermen</a></li>
<li><a href="Chapter08.html#minotaur">Minotaur</a></li>
<li><a href="Chapter08.html#morlock">Morlock</a></li>
<li><a href="Chapter08.html#mule">Mule</a></li>
<li><a href="Chapter08.html#mummy">Mummy</a></li>
<li><a href="Chapter08.html#neanderthal">Neanderthal</a></li>
<li><a href="Chapter08.html#nymph">Nymph</a></li>
<li><a href="Chapter08.html#ochre-jelly">Ochre Jelly</a></li>
<li><a href="Chapter08.html#octopus-giant">Octopus, Giant</a></li>
<li><a href="Chapter08.html#ogre">Ogre</a></li>
<li><a href="Chapter08.html#orc">Orc</a></li>
<li><a href="Chapter08.html#owl-bear">Owl Bear</a></li>
<li><a href="Chapter08.html#pegasus">Pegasus</a></li>
<li><a href="Chapter08.html#phase-tiger">Phase Tiger</a></li>
<li><a href="Chapter08.html#pterodactyl">Pterodactyl</a></li>
<li><a href="Chapter08.html#purple-worm">Purple Worm</a></li>
<li><a href="Chapter08.html#remorhaz">Remorhaz</a></li>
<li><a href="Chapter08.html#rhagodessa-giant">Rhagodessa, Giant</a></li>
<li><a href="Chapter08.html#rhinoceros">Rhinoceros</a></li>
<li><a href="Chapter08.html#roc">Roc</a></li>
<li><a href="Chapter08.html#rot-grub">Rot Grub</a></li>
<li><a href="Chapter08.html#rust-monster">Rust Monster</a></li>
<li><a href="Chapter08.html#salamander">Salamander</a></li>
<li><a href="Chapter08.html#scorpion-giant">Scorpion, Giant</a></li>
<li><a href="Chapter08.html#sea-serpent">Sea Serpent</a></li>
<li><a href="Chapter08.html#shadow">Shadow</a></li>
<li><a href="Chapter08.html#shark">Shark</a></li>
<li><a href="Chapter08.html#shrieker">Shrieker</a></li>
<li><a href="Chapter08.html#skeleton">Skeleton</a></li>
<li><a href="Chapter08.html#skittering-maw">Skittering Maw</a></li>
<li><a href="Chapter08.html#snake">Snake</a></li>
<li><a href="Chapter08.html#spectre">Spectre</a></li>
<li><a href="Chapter08.html#spider-giant">Spider, Giant</a></li>
<li><a href="Chapter08.html#squid-giant">Squid, Giant</a></li>
<li><a href="Chapter08.html#statue-animated">Statue, Animated</a></li>
<li><a href="Chapter08.html#stegosaurus">Stegosaurus</a></li>
<li><a href="Chapter08.html#stirge">Stirge</a></li>
<li><a href="Chapter08.html#swarm">Swarm</a></li>
<li><a href="Chapter08.html#throghrin">Throghrin</a></li>
<li><a href="Chapter08.html#titanothere">Titanothere</a></li>
<li><a href="Chapter08.html#toad-giant">Toad, Giant</a></li>
<li><a href="Chapter08.html#treant">Treant</a></li>
<li><a href="Chapter08.html#triceratops">Triceratops</a></li>
<li><a href="Chapter08.html#troglodyte">Troglodyte</a></li>
<li><a href="Chapter08.html#troll">Troll</a></li>
<li><a href="Chapter08.html#tyrannosaurus-rex">Tyrannosaurus Rex</a></li>
<li><a href="Chapter08.html#unicorn">Unicorn</a></li>
<li><a href="Chapter08.html#vampire">Vampire</a></li>
<li><a href="Chapter08.html#varmint-giant">Varmint, Giant</a></li>
<li><a href="Chapter08.html#whale">Whale</a></li>
<li><a href="Chapter08.html#wight">Wight</a></li>
<li><a href="Chapter08.html#wolf">Wolf</a></li>
<li><a href="Chapter08.html#wraith">Wraith</a></li>
<li><a href="Chapter08.html#wyvern">Wyvern</a></li>
<li><a href="Chapter08.html#yellow-mold">Yellow Mold</a></li>
<li><a href="Chapter08.html#zombie">Zombie</a></li>
</ul>
</li>
</ul>
<h3 id="chapter-9-treasurechapter09htmlchapter-9-treasure"><a href="Chapter09.html#chapter-9-treasure">Chapter 9 Treasure</a></h3>
<ul>
<li><a href="Chapter09.html#random-treasure-generation">Random Treasure Generation</a></li>
<li><a href="Chapter09.html#planned-treasure-generation">Planned Treasure Generation</a>
<ul>
<li><a href="Chapter09.html#gems">Gems</a></li>
<li><a href="Chapter09.html#jewelry">Jewelry</a></li>
<li><a href="Chapter09.html#special-treasures">Special Treasures</a></li>
<li><a href="Chapter09.html#scavenging-treasure">Scavenging Treasure</a></li>
</ul>
</li>
<li><a href="Chapter09.html#identifying-and-using-magic-items">Identifying and Using Magic Items</a></li>
<li><a href="Chapter09.html#magic-item-tables">Magic Item Tables</a></li>
<li><a href="Chapter09.html#magic-item-descriptions">Magic Item Descriptions</a>
<ul>
<li><a href="Chapter09.html#potions">Potions</a></li>
<li><a href="Chapter09.html#rings">Rings</a></li>
<li><a href="Chapter09.html#scrolls">Scrolls</a></li>
<li><a href="Chapter09.html#rods-staffs-and-wands">Rods, Staffs, and Wands</a></li>
<li><a href="Chapter09.html#miscellaneous-magic-items">Miscellaneous Magic Items</a></li>
<li><a href="Chapter09.html#weapons-armor-and-swords">Weapons, Armor, and Swords</a></li>
<li><a href="Chapter09.html#swords">Swords</a></li>
<li><a href="Chapter09.html#other-magic-weapons">Other Magic Weapons</a></li>
<li><a href="Chapter09.html#sentient-weapons">Sentient Weapons</a></li>
</ul>
</li>
<li><a href="Chapter09.html#buying-and-selling-magic-items">Buying and Selling Magic Items</a></li>
</ul>
<h3 id="chapter-10-secretschapter10htmlchapter-10-secrets"><a href="Chapter10.html#chapter-10-secrets">Chapter 10 Secrets</a></h3>
<ul>
<li><a href="Chapter10.html#constructing-the-campaign-setting">Constructing the Campaign Setting</a>
<ul>
<li><a href="Chapter10.html#mapping-the-setting">Mapping the Setting</a></li>
<li><a href="Chapter10.html#developing-the-realms">Developing the Realms</a></li>
<li><a href="Chapter10.html#placing-villages-towns-and-cities">Placing Villages, Towns, and Cities</a></li>
<li><a href="Chapter10.html#generating-demand-modifiers">Generating Demand Modifiers</a></li>
<li><a href="Chapter10.html#assign-npc-rulers">Assign NPC Rulers</a></li>
</ul>
</li>
<li><a href="Chapter10.html#constructing-the-region">Constructing the Region</a>
<ul>
<li><a href="Chapter10.html#dynamic-lairs">Dynamic Lairs</a></li>
<li><a href="Chapter10.html#balancing-the-challenge">Balancing the Challenge</a></li>
</ul>
</li>
<li><a href="Chapter10.html#constructing-the-starting-city">Constructing the Starting City</a>
<ul>
<li><a href="Chapter10.html#determine-criminal-guilds">Determine Criminal Guilds</a></li>
<li><a href="Chapter10.html#adventure-hooks">Adventure Hooks</a></li>
</ul>
</li>
<li><a href="Chapter10.html#constructing-the-dungeons">Constructing the Dungeons</a>
<ul>
<li><a href="Chapter10.html#selecting-dungeon-type">Selecting Dungeon Type</a></li>
<li><a href="Chapter10.html#stocking-the-dungeon">Stocking the Dungeon</a></li>
<li><a href="Chapter10.html#placing-monsters">Placing Monsters</a></li>
<li><a href="Chapter10.html#placing-traps">Placing Traps</a></li>
<li><a href="Chapter10.html#unique-encounters">Unique Encounters</a></li>
<li><a href="Chapter10.html#assigning-treasure">Assigning Treasure</a></li>
<li><a href="Chapter10.html#finishing-the-dungeon-design">Finishing the Dungeon Design</a></li>
</ul>
</li>
<li><a href="Chapter10.html#wandering-monsters">Wandering Monsters</a>
<ul>
<li><a href="Chapter10.html#wandering-monsters-in-the-dungeon">Wandering Monsters in the Dungeon</a></li>
<li><a href="Chapter10.html#creating-dungeon-wandering-monster-tables">Creating Dungeon Wandering Monster Tables</a></li>
<li><a href="Chapter10.html#wandering-monsters-in-the-wilderness">Wandering Monsters in the Wilderness</a></li>
<li><a href="Chapter10.html#npc-parties">NPC Parties</a></li>
</ul>
</li>
<li><a href="Chapter10.html#additional-rules-for-judges">Additional Rules for Judges</a>
<ul>
<li><a href="Chapter10.html#aging-and-death">Aging and Death</a></li>
<li><a href="Chapter10.html#poisons">Poisons</a></li>
<li><a href="Chapter10.html#use-of-poison">Use of Poison</a></li>
<li><a href="Chapter10.html#slavery">Slavery</a></li>
<li><a href="Chapter10.html#sinkholes-of-evil">Sinkholes of Evil</a></li>
<li><a href="Chapter10.html#transformations">Transformations</a></li>
</ul>
</li>
<li><a href="Chapter10.html#playing-with-advanced-characters">Playing with Advanced Characters</a>
<ul>
<li><a href="Chapter10.html#tiers">Tiers</a></li>
<li><a href="Chapter10.html#ability-scores-and-hit-points">Ability Scores and Hit Points</a></li>
<li><a href="Chapter10.html#starting-experience-points">Starting Experience Points</a></li>
<li><a href="Chapter10.html#class-and-level">Class and Level</a></li>
<li><a href="Chapter10.html#proficiencies-and-spells-repertoire">Proficiencies and Spells Repertoire</a></li>
<li><a href="Chapter10.html#starting-wealth">Starting Wealth</a></li>
<li><a href="Chapter10.html#domains">Domains</a></li>
<li><a href="Chapter10.html#adventurers-conquerors-and-kings">Adventurers, Conquerors, and Kings</a></li>
</ul>
</li>
<li><a href="Chapter10.html#recommended-reading-for-judges">Recommended Reading for Judges</a></li>
</ul>
<h3 id="open-game-licenseoglhtmlopen-game-license"><a href="OGL.html#open-game-license">Open Game License</a></h3>
<hr />
</body>
</html>

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{% block head %}
<style>
table {
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<p><a href="Chapter00.html#table-of-contents">Previous</a> <a href="Chapter00.html#table-of-contents">Top</a> <a href="Chapter02.html#chapter-2-characters">Next</a></p>
<hr />
<h1 id="chapter-1-introduction">Chapter 1: Introduction</h1>
<p>It is an age when empires totter on the brink of war, and terrible monsters tear at the fragile borderlands of men; when decaying cities teem with chaos and corruption, where nubile maidens are sacrificed to chthonic cults and nobles live in decadent pleasure on the toil of slaves; when heroes, wizards, and rogues risk everything in pursuit of glory, fortune, and power. These are days when adventurers can become conquerors… and conquerors can become kings!</p>
<h2 id="about-the-game">About the Game</h2>
<p>The Adventurer Conqueror King System (ACKS) is a set of rules for role-playing in a world of swords, sorcery, and strongholds, where you take on the role of an adventurer in an imaginary land drawn from the epics and legends of the past.</p>
<p>The Adventurer Conqueror King System provides a complete toolkit for enjoying a wide variety of heroic fantasy settings. It covers character creation, spells and magic, encounters and combat, monsters and treasure, and all the associated game mechanics necessary for swords-and-sorcery adventure.</p>
<p>Whatever setting your adventures inhabit, with the Adventurer Conqueror King System, you can seek fame, wealth, and power by conquering foes, gathering treasure, and accumulating land and followers. If you are skilled and lucky, you may rise to become a mighty overlord, a wizard-king, or theocrat, holding the destiny of thousands in your hands. If not, the wages of your adventures will be merely death…</p>
<h2 id="how-to-use-this-book">How to Use This Book</h2>
<p>This rulebook contains the complete rules of the Adventurer Conqueror King System, organized into the following parts.</p>
<p><a href="Chapter01.html#chapter-1-introduction">Chapter 1, Introduction</a>, explains the concept of role-playing and defines the most important terms used in the rulebook.</p>
<p><a href="Chapter02.html#chapter-2-characters">Chapter 2, Characters</a>, provides numbered, easy to follow steps to create a player character, along with lists of equipment.</p>
<p><a href="Chapter03.html#chapter-3-equipment">Chapter 3, Equipment</a>, provides prices and statistics for the various weapons, armor, and other equipment available in the game.</p>
<p><a href="Chapter04.html#chapter-4-proficiencies">Chapter 4, Proficiencies</a>, details the various proficiencies that characters may acquire, along with information on the game mechanics of all proficiencies.</p>
<p><a href="Chapter05.html#chapter-5-spells">Chapter 5, Spells</a>, lists the various spells that different characters may learn and cast, along with a detailed description of each spell’s effect in the game.</p>
<p><a href="Chapter06.html#chapter-6-adventures">Chapter 6, Adventures</a>, provides rules for exploration, encounters, and combat in the dangerous and violent world that the player characters will adventure within.</p>
<p><a href="Chapter07.html#chapter-7-campaigns">Chapter 7, Campaigns</a>, covers the long-range pursuits of characters as they adventure, including conducting magical research, building strongholds, and establishing domains and realms.</p>
<p><a href="Chapter08.html#chapter-8-monsters">Chapter 8, Monsters</a>, contains a roster of over 100 creatures, some malefic and others benevolent, arranged alphabetically.</p>
<p><a href="Chapter09.html#chapter-9-treasure">Chapter 9, Treasure</a>, contains descriptions and explanations of the different types of treasure, including rare and wondrous magic items, which adventures may find.</p>
<p><a href="Chapter10.html#chapter-10-secrets">Chapter 10, Secrets</a>, provides guidelines for the Judge on constructing campaign settings, designing dungeons, and judging the game.</p>
<h2 id="the-basics-of-the-game">The Basics of The Game</h2>
<p>Read this section carefully! These terms will be used through the rules of the Adventurer Conqueror King System.</p>
<p>When a group of people sit down to play using ACKS, the participants are called players, and they take on the role of a character (or, sometimes, more than one character). Characters played by players are referred to as player characters (PCs) or adventurers. The players act in the role of their characters in the world designed and presented by a special game participant referred to as the Game Judge (or Judge for short). It’s the Judge’s responsibility to prepare ahead of time to give the players opportunities for adventure, and to judge the results of their choices during adventurers fairly and wisely. The Judge is the referee of the game, and the final arbitrator of rules and rules decisions. He also narrates the action of the game, and plays the roles of all the various monsters in the world. A special type of monster is the non-player character (NPC). NPCs share many similarities with the characters played by the players, but the Judge determines their actions, personalities, and motivations. PCs, NPCs, and other monsters are collectively called creatures.</p>
<p>Characters have ability scores, which determine how strong, smart, and otherwise talented they are. Based on their ability scores, characters each will select a class, such as fighter or mage, which might be thought of as a profession, and which dictates what sorts of training and capabilities characters can develop. Characters have levels of experience, or class levels, which measure how well-developed and powerful they are. Player characters begin at 1st level in a particular class. Normal people, lacking the call to adventure, are generally 0th level characters.</p>
<p>Experience points (XP) are used to measure the progress of characters through their class levels. These points are earned based partly on how powerful defeated monsters are, but mostly on how much treasure is found and returned to civilization by the player characters. As characters accumulate experience points through fighting monsters and gaining wealth, they will reach higher levels (2nd level, 3rd level, and so on). Gaining a level is a special occasion, because it incrementally marks your success as your alter ego. Each time a character gains a level, he becomes more powerful and capable of taking on the dangers of more exciting adventures.</p>
<p>Monsters also have levels, called monster levels, which are a direct measure of how challenging an opponent the monster is. Likewise, spell levels measure how powerful a spell is. For instance, some spells are 1st level spells, and some are 2nd level, and so on. Monster and spell levels do not directly correspond to class levels; they are only a relative measure of the power of spells.</p>
<p>As characters go up in level, one thing that changes is their number of hit points (hp). Characters gain more hp as they advance in levels, and this allows them to endure more damage and survive. Characters most often take damage from monsters while engaged in an encounter. An encounter is a situation in which the PCs and monsters are interacting. Time and movement are measured in detail during encounters, with actions resolved in a precise order known as initiative.</p>
<p>A series of encounters connected by time, location, and player choices is called an adventure. An adventure is often used to describe one play session, but it may also be used in reference to a full scenario that may take several play sessions to finish. Many published adventures will use the term adventure and module interchangeably. When many adventures are strung together, often with the same characters in play, this is referred to as a campaign.</p>
<p>Most adventures the characters undertake will initially take place in monster-filled dungeons, underground complexes that are stocked with many monsters, treasures, and treacherous secrets. Dungeons may be large or small, but they are usually underground locations that are determined and described by the Judge. While the Judge may design these areas, published pre-made dungeons might also be used. Dungeons are divided into dungeon levels. A dungeon level could be thought of as a floor of a building. When characters travel into the top-most level of a dungeon, they are in the level closest to the surface of the earth. If the dungeon has multiple levels, the next level down is the second level, then the third, and so on. The deeper the dungeon level, the greater the dangers that await the characters.</p>
<p>After many adventures, high-level characters will begin to construct strongholds, such as castles or towers.. Strongholds enable a character to attract followers and establish domains over which he exerts sovereign control. With careful play, a character may establish or conquer multiple domains and ultimately establish a realm. Being ruler of a vast realm is the ultimate goal of many characters in Adventure Conqueror King campaigns.</p>
<h2 id="winning-and-losing-the-game">Winning and Losing the Game</h2>
<p>No one “loses” when playing the Adventurer Conqueror King System. In the course of adventure, your adventurers will frequently die; this is a fact of the game, but it does not indicate failure or “losing” in the sense that someone loses at, say, a card game. One can measure “success” under the Adventurer Conqueror King System in many ways, such as acquiring treasure, levels of experience, or castles and followers. In some cases, a glorious death may be the greatest success!</p>
<p>However, the one common measure of success that everyone should strive for is to have fun. Everyone can win at this game, because everyone can have fun playing it. So while a character may die, or riches may be lost, it is the game play itself that matters. Winning is in being able to suspend disbelief long enough to be immersed in the fantasy world you create with your party.</p>
<h2 id="dice">Dice</h2>
<p>The Adventurer Conqueror King System primarily uses six different kinds of dice to determine the results of actions and situations, but these same dice might be used to generate numbers of varying ranges. These different dice and the terms employed to use and describe them are detailed below.</p>
<p>The 20 sided die, or d20, is one of the most important dice in the game: it is used to resolve all attack and saving throws. As explained later, when making a throw, the die is rolled, and modifiers are then added or subtracted. If the total result equals or exceeds an assigned value, the roll is a success; otherwise it has failed.</p>
<p>The 10 sided die, or d10, is used to generate numbers from 1 to 10; it is numbered 0 to 9, but a roll of 0 is counted as 10. A pair of d10s are also used together to generate numbers from 1 to 100, where a roll of 00 is counted as 100. The two dice should be different colors, and the player must declare which die is the tens digit and which die is the ones digit before rolling them! Rolling two d10s this way is called a percentile roll, or d100.</p>
<p>The 4 sided die, or d4, is a special case. It is not so much rolled as “flipped,” and the number which is upright is the result of the roll.</p>
<p>The other dice normally used have 6, 8, and 12 sides, and are called d6, d8, and d12. d6s may be made with either numbers or pips; it makes no difference which sort you choose.</p>
<p>When multiple dice are to be rolled and added together, it is noted in the text like this: 2d6 (roll two d6 dice and add them together), or 3d4 (roll three d4 dice and add them together). A modifier may be noted as a “plus” value, such as 2d8+2 (roll two d8 dice and add them together, then add two to the total).</p>
<table>
<thead>
<tr>
<th style="text-align: right">Notation</th>
<th style="text-align: left">Meaning</th>
</tr>
</thead>
<tbody>
<tr>
<td style="text-align: right">d2</td>
<td style="text-align: left">A result of 1 to 2 is obtained by rolling 1d6. A result of 1-3 = 1, and 4-6 = 2.</td>
</tr>
<tr>
<td style="text-align: right">d3</td>
<td style="text-align: left">A result of 1 to 3 is obtained by rolling 1d6. A result of 1-2 = 1, 3-4 = 2, and 5-6 = 3.</td>
</tr>
<tr>
<td style="text-align: right">d4</td>
<td style="text-align: left">Four sided die</td>
</tr>
<tr>
<td style="text-align: right">d6</td>
<td style="text-align: left">Six sided die</td>
</tr>
<tr>
<td style="text-align: right">d8</td>
<td style="text-align: left">Eight sided die</td>
</tr>
<tr>
<td style="text-align: right">d10</td>
<td style="text-align: left">Ten sided die, a “0” indicates a result of 10</td>
</tr>
<tr>
<td style="text-align: right">d12</td>
<td style="text-align: left">Twelve sided die</td>
</tr>
<tr>
<td style="text-align: right">d20</td>
<td style="text-align: left">Twenty sided die</td>
</tr>
<tr>
<td style="text-align: right">d100</td>
<td style="text-align: left">Percentile dice (a number between 1 and 100 is generated by rolling two different ten-sided dice. One, designated before rolling, is the tens digit. The other is the ones digit. Two 0s represent 100.</td>
</tr>
</tbody>
</table>
<h2 id="rolling-and-throwing-the-dice">Rolling and Throwing the Dice</h2>
<p>The Adventurer Conqueror King System has a variety of different systems and sub-systems that determine how situations are resolved. All of these various sub-systems rely on generating a randomized outcome by using dice.</p>
<h3 id="rolling-the-dice">Rolling the Dice</h3>
<p>During the course of play, many situations will arise in which there are a range of possible outcomes. The players or Judge will make a roll of the dice to see which of the possible outcomes occurs. Thus, when a character meets a monster during an encounter, the Judge will make a surprise roll to see if either or both sides are caught off guard and a reaction roll to see how the monster reacts to the character, with results ranging from friendly to hostile.</p>
<p>Likewise, when a character is in combat, the player will make an initiative roll to determine when he gets to act, with results ranging from last to first. When a character hits an opponent, the player will make a damage roll to determine how many hit points his target loses. When monsters begin to lose a battle, they will make a morale roll to determine if they flee, surrender, or stay and fight.</p>
<p>To make a roll of the dice, you follow these steps:</p>
<ul>
<li>Roll the appropriate die for the given situation.</li>
<li>Add any relevant modifiers to the number generated by the die.</li>
<li>Apply the total as required by the given situation.</li>
</ul>
<p>Sometimes a roll will be applied for an absolute result. For example, a damage roll is applied directly against the hit points of the target hit. Other rolls are relative to each other. For example, a character’s initiative roll is compared against the initiative rolls of other characters to determine who goes first during combat. An initiative roll of 6 has no absolute meaning other than being faster than an initiative roll of 5. Other rolls are compared to a table.</p>
<h3 id="throwing-the-dice">Throwing the Dice</h3>
<p>One very common type of die roll is called a throw. A throw occurs whenever a character or monster is taking an action that will either succeed or fail. For instance, when a character attempts to strike an opponent in combat, his player makes an attack throw. When a character tries to avoid a catastrophic event, his player makes a saving throw. When a character attempts to open a lock or bash down a door, his player makes a proficiency throw. Most throws are resolved with 1d20.</p>
<p>To make a throw of the dice, you follow these steps:</p>
<ul>
<li>Throw the appropriate die for the action chosen.</li>
<li>Add any relevant modifiers to the number generated by the die.</li>
<li>Compare the total to a target value for the action, usually expressed as #+ (such as 12+).</li>
</ul>
<p>If the total equals or exceeds the target value, the outcome is favorable to the character. If the result is lower than the target value, the outcome is unfavorable to the character. The value required to succeed at different throws is usually based on the character’s class and level. For instance, fighters have easier attack throws than other than characters, while thieves have easier proficiency throws to sneak around.</p>
<p><em>Example</em>: Marcus has an attack throw value of 6+. When he makes an attack throw, he will roll 1d20, add any relevant modifiers to the die, and compare the total to his attack throw value. If it equals or exceeds 6, he will hit.</p>
<p>If a particular throw is subject to a modifier that will always apply, it is often easier to record this modifier as an adjustment to the target value for the throw. Bonuses reduce the target value required, while penalties increase the target value required.</p>
<p><em>Example</em>: Joanna has an Open Locks proficiency throw of 16+. However, she has a Lockpicking proficiency that gives her a +2 bonus to Open Locks. For ease of play, Joanna can record her Open Locks proficiency throw as 14+, applying the +2 bonus as a 2-point reduction in the target value instead of modifying the die roll. Throwing the die and aiming for 14+ is mathematically identical to throwing the die with a +2 bonus and aiming for 16+.</p>
<h3 id="what-kind-of-die-should-you-use">What Kind of Die Should You Use?</h3>
<p>The kind of die used for the various rolls depends on the riskiness and randomness of the situation character is facing. The rules will detail which die is used in each situation; below is some general explanation that will help frame the rules to come.</p>
<p>In general, situations where the outcome is strongly influenced by both skill and fortune are resolved by using a twenty-sided die (1d20). Most throws use 1d20, with the usual target value for the throw being in the range of 10 to 20. When throwing 1d20, a modifier such as +2 or -3 has a significant but not overpowering impact on the outcome.</p>
<p>Sometimes, the outcome of a situation will be heavily influenced by factors of skill or innate ability, with less scope for random chance. These situations are usually resolved by throwing or rolling a six-sided die (1d6). Surprise rolls, initiative rolls and many damage rolls use d6s. With a range of numbers of just 1-6, a modifier such as +2 or -3 makes a very big difference.</p>
<p>Where a wide range of outcomes is possible, but some are much more probable than others, a roll of two six-sided dice (2d6) is used. A roll of 2d6 will generate a bell curve with common results centered on 6-8, and rare outcomes at 2-3 and 11-12. Reaction rolls and morale rolls both use 2d6. Monsters will generally react cautiously to adventurers, and generally stay and fight with moderate resolve, but may occasionally be very friendly or very hostile, fight to the death or flee in terror.</p>
<h2 id="common-abbreviations">Common Abbreviations</h2>
<p>Below are some of the most common abbreviations that will be found in this book or Adventurer Conqueror King supplemental books.</p>
<table>
<thead>
<tr>
<th style="text-align: left">Abbreviation</th>
<th style="text-align: left">Meaning</th>
</tr>
</thead>
<tbody>
<tr>
<td style="text-align: left"><em>Abilities</em></td>
<td style="text-align: left">-</td>
</tr>
<tr>
<td style="text-align: left">STR</td>
<td style="text-align: left">Strength</td>
</tr>
<tr>
<td style="text-align: left">INT</td>
<td style="text-align: left">Intelligence</td>
</tr>
<tr>
<td style="text-align: left">WIS</td>
<td style="text-align: left">Wisdom</td>
</tr>
<tr>
<td style="text-align: left">DEX</td>
<td style="text-align: left">Dexterity</td>
</tr>
<tr>
<td style="text-align: left">CON</td>
<td style="text-align: left">Constitution</td>
</tr>
<tr>
<td style="text-align: left">CHA</td>
<td style="text-align: left">Charisma</td>
</tr>
<tr>
<td style="text-align: left"><em>Other</em></td>
<td style="text-align: left">-</td>
</tr>
<tr>
<td style="text-align: left">hp</td>
<td style="text-align: left">Hit points</td>
</tr>
<tr>
<td style="text-align: left">shp</td>
<td style="text-align: left">Structural hit points</td>
</tr>
<tr>
<td style="text-align: left">HD</td>
<td style="text-align: left">Hit Dice (or Hit Die)</td>
</tr>
<tr>
<td style="text-align: left">AC</td>
<td style="text-align: left">Armor Class</td>
</tr>
<tr>
<td style="text-align: left">XP</td>
<td style="text-align: left">Experience points</td>
</tr>
<tr>
<td style="text-align: left">PC</td>
<td style="text-align: left">Player character</td>
</tr>
<tr>
<td style="text-align: left">NPC</td>
<td style="text-align: left">Non-player character</td>
</tr>
<tr>
<td style="text-align: left">cp</td>
<td style="text-align: left">Copper pieces</td>
</tr>
<tr>
<td style="text-align: left">sp</td>
<td style="text-align: left">Silver pieces</td>
</tr>
<tr>
<td style="text-align: left">ep</td>
<td style="text-align: left">Electrum pieces</td>
</tr>
<tr>
<td style="text-align: left">gp</td>
<td style="text-align: left">Gold pieces</td>
</tr>
<tr>
<td style="text-align: left">pp</td>
<td style="text-align: left">Platinum pieces</td>
</tr>
<tr>
<td style="text-align: left">TT</td>
<td style="text-align: left">Treasure Type</td>
</tr>
</tbody>
</table>
<hr />
<p><a href="Chapter00.html#table-of-contents">Previous</a> <a href="Chapter00.html#table-of-contents">Top</a> <a href="Chapter02.html#chapter-2-characters">Next</a></p>
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<p><a href="Chapter03.html#chapter-3-equipment">Previous</a> <a href="Chapter00.html#table-of-contents">Top</a> <a href="Chapter05.html#chapter-5-spells">Next</a></p>
<hr />
<h1 id="chapter-4-proficiencies">Chapter 4: Proficiencies</h1>
<h2 id="the-basics-of-proficiencies">The Basics of Proficiencies</h2>
<p>Proficiencies represent particular areas of expertise that your character has developed due to his background, homeland, and training. Each class has a class list of proficiencies, representing training that is particularly useful to the particular profession. In addition, there is a general list of proficiencies, which represent trade skills and knowledge that is widely available to all. Characters will learn proficiencies from both lists over time.</p>
<h2 id="starting-proficiencies">Starting Proficiencies</h2>
<p>All characters begin with the Adventuring proficiency as well as one proficiency chosen from their class list and one proficiency chosen from the general list. Characters with an Intelligence bonus may choose to begin the game knowing one or more additional proficiencies from the general list. The number of additional general proficiencies that may be learned is equal to the Intelligence bonus (+1, +2, or +3). The player may choose to leave one or more bonus proficiency “slots” open, to be filled during play as circumstances suggest appropriate choices. However, bonus proficiencies from high Intelligence may only be used to select proficiencies from the general list.</p>
<p>Note that some proficiencies appear on both the general list and the class lists. For example, Performance appears on both the general list and the Bard class list. This is because Performance is both a common trade skill (general list) and training that is useful to bards (class list).</p>
<h2 id="gaining-proficiencies">Gaining Proficiencies</h2>
<p>All characters may choose one additional proficiency from the general list at levels 5, 9, and (if maximum level permits) 13. Characters may choose one additional proficiency chosen from their class list each time they complete a full (2-point) saving throw progression. Thus, fighters get a new proficiency from their class list at level 3, 6, 9, and 12; clerics and thieves get a new proficiency from their class list at 4, 8, and 12; and mages get a new proficiency from their class list at 6 and 12. This is summarized on the <a href="Chapter04.html#proficiencies-gained-per-level">Proficiencies Gained per Level</a> table, below. Levels exceeding a class’s maximum level are marked with a “*”.</p>
<p>Unless its description says otherwise, a proficiency may only be selected once. If a proficiency can be selected more than once, then the proficiency throw value required for success is reduced by 4 each time the proficiency is selected. Unless otherwise noted, all proficiency throws use 1d20.</p>
<p>The Judge may impose limitations on the selection of certain proficiencies depending on his campaign or setting. Otherwise, characters may take any proficiency on the appropriate list.</p>
<h4 id="proficiencies-gained-per-level">Proficiencies Gained per Level</h4>
<p>(C=class proficiency, G=general proficiency)</p>
<table>
<thead>
<tr>
<th style="text-align: left">Class</th>
<th style="text-align: left">1</th>
<th style="text-align: left">2</th>
<th style="text-align: left">3</th>
<th style="text-align: left">4</th>
<th style="text-align: left">5</th>
<th style="text-align: left">6</th>
<th style="text-align: left">7</th>
<th style="text-align: left">8</th>
<th style="text-align: left">9</th>
<th style="text-align: left">10</th>
<th style="text-align: left">11</th>
<th style="text-align: left">12</th>
<th style="text-align: left">13</th>
<th style="text-align: left">14</th>
</tr>
</thead>
<tbody>
<tr>
<td style="text-align: left">Assassin</td>
<td style="text-align: left">C+G</td>
<td style="text-align: left">-</td>
<td style="text-align: left">C</td>
<td style="text-align: left">-</td>
<td style="text-align: left">G</td>
<td style="text-align: left">C</td>
<td style="text-align: left">-</td>
<td style="text-align: left">-</td>
<td style="text-align: left">C+G</td>
<td style="text-align: left">-</td>
<td style="text-align: left">-</td>
<td style="text-align: left">C</td>
<td style="text-align: left">G</td>
<td style="text-align: left">-</td>
</tr>
<tr>
<td style="text-align: left">Bard</td>
<td style="text-align: left">C+G</td>
<td style="text-align: left">-</td>
<td style="text-align: left">-</td>
<td style="text-align: left">C</td>
<td style="text-align: left">G</td>
<td style="text-align: left">-</td>
<td style="text-align: left">-</td>
<td style="text-align: left">C</td>
<td style="text-align: left">G</td>
<td style="text-align: left">-</td>
<td style="text-align: left">-</td>
<td style="text-align: left">C</td>
<td style="text-align: left">G</td>
<td style="text-align: left">-</td>
</tr>
<tr>
<td style="text-align: left">Blade Dancer</td>
<td style="text-align: left">C+G</td>
<td style="text-align: left">-</td>
<td style="text-align: left">-</td>
<td style="text-align: left">C</td>
<td style="text-align: left">G</td>
<td style="text-align: left">-</td>
<td style="text-align: left">-</td>
<td style="text-align: left">C</td>
<td style="text-align: left">G</td>
<td style="text-align: left">-</td>
<td style="text-align: left">-</td>
<td style="text-align: left">C</td>
<td style="text-align: left">G</td>
<td style="text-align: left">-</td>
</tr>
<tr>
<td style="text-align: left">Cleric</td>
<td style="text-align: left">C+G</td>
<td style="text-align: left">-</td>
<td style="text-align: left">-</td>
<td style="text-align: left">C</td>
<td style="text-align: left">G</td>
<td style="text-align: left">-</td>
<td style="text-align: left">-</td>
<td style="text-align: left">C</td>
<td style="text-align: left">G</td>
<td style="text-align: left">-</td>
<td style="text-align: left">-</td>
<td style="text-align: left">C</td>
<td style="text-align: left">G</td>
<td style="text-align: left">-</td>
</tr>
<tr>
<td style="text-align: left">Dwarven Craftpriest</td>
<td style="text-align: left">C+G</td>
<td style="text-align: left">-</td>
<td style="text-align: left">-</td>
<td style="text-align: left">C</td>
<td style="text-align: left">G</td>
<td style="text-align: left">-</td>
<td style="text-align: left">-</td>
<td style="text-align: left">C</td>
<td style="text-align: left">G</td>
<td style="text-align: left">-</td>
<td style="text-align: left">*</td>
<td style="text-align: left">*</td>
<td style="text-align: left">*</td>
<td style="text-align: left">*</td>
</tr>
<tr>
<td style="text-align: left">Dwarven Vaultguard</td>
<td style="text-align: left">C+G</td>
<td style="text-align: left">-</td>
<td style="text-align: left">C</td>
<td style="text-align: left">-</td>
<td style="text-align: left">G</td>
<td style="text-align: left">C</td>
<td style="text-align: left">-</td>
<td style="text-align: left">-</td>
<td style="text-align: left">C+G</td>
<td style="text-align: left">-</td>
<td style="text-align: left">-</td>
<td style="text-align: left">C</td>
<td style="text-align: left">G</td>
<td style="text-align: left">*</td>
</tr>
<tr>
<td style="text-align: left">Elven Nightblade</td>
<td style="text-align: left">C+G</td>
<td style="text-align: left">-</td>
<td style="text-align: left">-</td>
<td style="text-align: left">C</td>
<td style="text-align: left">G</td>
<td style="text-align: left">-</td>
<td style="text-align: left">-</td>
<td style="text-align: left">C</td>
<td style="text-align: left">G</td>
<td style="text-align: left">-</td>
<td style="text-align: left">-</td>
<td style="text-align: left">*</td>
<td style="text-align: left">*</td>
<td style="text-align: left">*</td>
</tr>
<tr>
<td style="text-align: left">Elven Spellsword</td>
<td style="text-align: left">C+G</td>
<td style="text-align: left">-</td>
<td style="text-align: left">C</td>
<td style="text-align: left">-</td>
<td style="text-align: left">G</td>
<td style="text-align: left">C</td>
<td style="text-align: left">-</td>
<td style="text-align: left">-</td>
<td style="text-align: left">C+G</td>
<td style="text-align: left">-</td>
<td style="text-align: left">*</td>
<td style="text-align: left">*</td>
<td style="text-align: left">*</td>
<td style="text-align: left">*</td>
</tr>
<tr>
<td style="text-align: left">Explorer</td>
<td style="text-align: left">C+G</td>
<td style="text-align: left">-</td>
<td style="text-align: left">C</td>
<td style="text-align: left">-</td>
<td style="text-align: left">G</td>
<td style="text-align: left">C</td>
<td style="text-align: left">-</td>
<td style="text-align: left">-</td>
<td style="text-align: left">C+G</td>
<td style="text-align: left">-</td>
<td style="text-align: left">-</td>
<td style="text-align: left">C</td>
<td style="text-align: left">G</td>
<td style="text-align: left">-</td>
</tr>
<tr>
<td style="text-align: left">Fighter</td>
<td style="text-align: left">C+G</td>
<td style="text-align: left">-</td>
<td style="text-align: left">C</td>
<td style="text-align: left">-</td>
<td style="text-align: left">G</td>
<td style="text-align: left">C</td>
<td style="text-align: left">-</td>
<td style="text-align: left">-</td>
<td style="text-align: left">C+G</td>
<td style="text-align: left">-</td>
<td style="text-align: left">-</td>
<td style="text-align: left">C</td>
<td style="text-align: left">G</td>
<td style="text-align: left">-</td>
</tr>
<tr>
<td style="text-align: left">Mage</td>
<td style="text-align: left">C+G</td>
<td style="text-align: left">-</td>
<td style="text-align: left">-</td>
<td style="text-align: left">-</td>
<td style="text-align: left">G</td>
<td style="text-align: left">C</td>
<td style="text-align: left">-</td>
<td style="text-align: left">-</td>
<td style="text-align: left">G</td>
<td style="text-align: left">-</td>
<td style="text-align: left">-</td>
<td style="text-align: left">C</td>
<td style="text-align: left">G</td>
<td style="text-align: left">-</td>
</tr>
<tr>
<td style="text-align: left">Thief</td>
<td style="text-align: left">C+G</td>
<td style="text-align: left">-</td>
<td style="text-align: left">-</td>
<td style="text-align: left">C</td>
<td style="text-align: left">G</td>
<td style="text-align: left">-</td>
<td style="text-align: left">-</td>
<td style="text-align: left">C</td>
<td style="text-align: left">G</td>
<td style="text-align: left">-</td>
<td style="text-align: left">-</td>
<td style="text-align: left">C</td>
<td style="text-align: left">G</td>
<td style="text-align: left">-</td>
</tr>
</tbody>
</table>
<h2 id="proficiency-lists">Proficiency Lists</h2>
<p><strong>General Proficiency List</strong>: Adventuring, Alchemy, Animal Husbandry, Animal Training, Art, Bargaining, Caving, Collegiate Wizardry, Craft, Diplomacy, Disguise, Endurance, Engineering, Gambling, Healing, Intimidation, Knowledge, Labor, Language, Leadership, Lip Reading, Manual of Arms, Mapping, Military Strategy, Mimicry, Naturalism, Navigation, Performance, Profession, Riding, Seafaring, Seduction, Siege Engineering, Signaling, Survival, Theology, Tracking, Trapping</p>
<p><strong>Assassin Proficiency List</strong>: Acrobatics, Alchemy, Alertness, Arcane Dabbling, Blind Fighting, Bribery, Cat Burglary, Climbing, Combat Reflexes, Combat Trickery (disarm, incapacitate), Contortionism, Disguise, Eavesdropping, Fighting Style, Gambling, Intimidation, Mimicry, Precise Shooting, Running, Seduction, Skirmishing, Skulking, Sniping, Swashbuckling, Trap Finding, Weapon Finesse, Weapon Focus</p>
<p><strong>Bard Proficiency List</strong>: Acrobatics, Art, Bargaining, Beast Friendship, Combat Trickery (disarm), Command, Diplomacy, Eavesdropping, Elven Bloodline, Fighting Style, Healing, Knowledge, Language, Leadership, Lip Reading, Magical Engineering, Magical Music, Mimicry, Mystic Aura, Performance, Precise Shooting, Prestidigitation, Running, Seduction, Skirmishing, Swashbuckling, Weapon Finesse, Weapon Focus</p>
<p><strong>Bladedancer Proficiency List</strong>: Acrobatics, Apostasy, Battle Magic, Beast Friendship, Combat Reflexes, Combat Trickery (knock down), Contemplation, Diplomacy, Divine Blessing, Divine Health, Fighting Style, Laying on Hands, Magical Music, Martial Training, Performance, Prestidigitation, Prophecy, Quiet Magic, Righteous Turning, Running, Seduction, Skirmishing, Swashbuckling, Theology, Unflappable Casting, Weapon Finesse, Weapon Focus</p>
<p><strong>Cleric Proficiency List</strong>: Apostasy, Battle Magic, Beast Friendship, Combat Trickery (force back, overrun, sunder), Command, Contemplation, Diplomacy, Divine Blessing, Divine Health, Fighting Style, Healing, Knowledge (history), Laying on Hands, Leadership, Loremastery, Magical Engineering, Martial Training, Prestidigitation, Profession (judge), Prophecy, Quiet Magic, Righteous Turning, Sensing Evil, Sensing Power, Theology, Unflappable Casting, Weapon Focus</p>
<p><strong>Dwarven Craftpriest Proficiency List</strong>: Alchemy, Art, Battle Magic, Caving, Collegiate Wizardry, Contemplation, Craft, Diplomacy, Divine Blessing, Divine Health, Dwarven Brewing, Endurance, Engineering, Fighting Style, Goblin-Slaying, Healing, Illusion Resistance, Knowledge, Laying on Hands, Loremastery, Magical Engineering, Mapping, Performance (chanting), Prestidigitation, Profession (judge), Prophecy, Quiet Magic, Righteous Turning, Sensing Evil, Siege Engineering, Theology, Unflappable Casting, Weapon Focus</p>
<p><strong>Dwarven Vaultguard Proficiency List</strong>: Alertness, Berserkergang, Blind Fighting, Caving, Combat Reflexes, Combat Trickery (force back, knock down, overrun, sunder, wrestle), Command, Craft, Dungeon Bashing, Dwarven Brewing, Endurance, Engineering, Fighting Style, Gambling, Goblin-Slaying, Illusion Resistance, Intimidation, Land Surveying, Leadership, Mapping, Manual of Arms, Military Strategy, Mountaineering, Siege Engineering, Weapon Focus</p>
<p><strong>Elven Nightblade Proficiency List</strong>: Alchemy, Alertness, Battle Magic, Beast Friendship, Black Lore, Blind Fighting, Combat Reflexes, Combat Trickery (disarm, incapacitate), Contortionism, Elementalism, Familiar, Fighting Style, Intimidation, Magical Engineering, Mystic Aura, Passing Without Trace, Precise Shooting, Prestidigitation, Quiet Magic, Running, Sensing Power, Skirmishing, Skulking, Sniping, Swashbuckling, Unflappable Casting, Trap Finding, Wakefulness, Weapon Focus, Weapon Finesse</p>
<p><strong>Elven Spellsword Proficiency List</strong>: Acrobatics, Alertness, Battle Magic, Beast Friendship, Black Lore, Blind Fighting, Combat Reflexes, Combat Trickery (disarm, knock down), Command, Elementalism, Familiar, Fighting Style, Leadership, Loremastery, Magical Engineering, Magical Music, Mystic Aura, Naturalism, Passing Without Trace, Quiet Magic, Precise Shooting, Prestidigitation, Running, Sensing Power, Skirmishing, Soothsaying, Swashbuckler, Unflappable Casting, Wakefulness, Weapon Focus, Weapon Finesse</p>
<p><strong>Explorer Proficiency List</strong>: Alertness, Ambushing, Beast Friendship, Blind Fighting, Climbing, Combat Reflexes, Combat Trickery (disarm, knock down), Eavesdropping, Endurance, Fighting Style, Land Surveying, Mapping, Mountaineering, Naturalism, Navigation, Passing Without Trace, Precise Shooting, Riding, Running, Seafaring, Skirmishing, Sniping, Survival, Swashbuckling, Trapping, Weapon Finesse, Weapon Focus</p>
<p><strong>Fighter Proficiency List</strong>: Acrobatics, Alertness, Berserkergang, Blind Fighting, Combat Reflexes, Combat Trickery (disarm, force back, knock down, overrun, sunder), Command, Dungeon Bashing, Endurance, Fighting Style, Gambling, Intimidation, Leadership, Manual of Arms, Military Strategy, Precise Shooting, Riding, Running, Siege Engineering, Skirmishing, Survival, Swashbuckling, Weapon Finesse, Weapon Focus</p>
<p><strong>Mage Proficiency List</strong>: Alchemy, Battle Magic, Beast Friendship, Black Lore, Collegiate Wizardry, Craft, Diplomacy, Elementalism, Elven Bloodline, Engineering, Familiar, Healing, Illusion Resistance, Knowledge, Language, Loremastery, Magical Engineering, Mapping, Mystic Aura, Naturalism, Quiet Magic, Performance, Prestidigitation, Profession, Sensing Power, Transmogrification, Soothsaying, Unflappable Casting</p>
<p><strong>Thief Proficiency List</strong>: Acrobatics, Alertness, Arcane Dabbling, Blind Fighting, Bribery, Cat Burglary, Combat Reflexes, Combat Trickery (disarm, incapacitate), Contortionism, Diplomacy, Fighting Style, Gambling, Intimidation, Lip Reading, Lockpicking, Mapping, Precise Shooting, Riding, Running, Seafaring, Skirmishing, Skulking, Sniping, Swashbuckling, Trap Finding, Weapon Finesse, Weapon Focus</p>
<h2 id="proficiency-descriptions">Proficiency Descriptions</h2>
<p>For ease of reference, proficiencies that appear on the general list are marked with (G). Other proficiencies appear only on one or more class lists.</p>
<p><strong>Acrobatics</strong>: 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.</p>
<p><strong>Adventuring (G)</strong>: 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 purposes of the proficiency throws of standard adventuring tasks.</p>
<p><strong>Alchemy (G)</strong>: 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 <a href="Chapter03.html#specialists">Hiring Specialists</a>.</p>
<p><strong>Alertness</strong>: 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.</p>
<p><strong>Ambushing</strong>: When the character attacks 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.</p>
<p><strong>Animal Husbandry (G)</strong>: 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 perday. 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.</p>
<p><strong>Animal Training (G)</strong>: 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.</p>
<p><strong>Apostasy</strong>: 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.</p>
<p><strong>Arcane Dabbling</strong>: 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+. Note that bards automatically begin play with this ability as part of their class.</p>
<p><strong>Art (G)</strong>: The character can create a particular type of art (e.g., painting, sculpture, mosaic). The character must choose the type of art at the time he chooses the proficiency. He can spend more proficiency selections to have several types of art proficiencies. The character is considered an apprentice in his field. He can create 10gp per month of artwork, and can identify masterwork items, rare materials, and famous artisans with a proficiency throw of 11+. If a character selects the same field of art twice, he is considered a journeyman in his trade. He can create 20gp per month of artwork, and supervise up to 3 apprentices, increasing their productivity by 50%. If he selects the same craft three times, he is considered a master of his field. He can create 40gp per month of artwork, and supervise up to 2 journeymen and 4 apprentices, increasing their productivity by 50%. He could work as a specialist in this field of art (as described in the <a href="Chapter03.html#specialists">Hiring Specialists</a> section).</p>
<h4 id="art-proficiency-progression">Art Proficiency Progression</h4>
<table>
<thead>
<tr>
<th style="text-align: left">Title</th>
<th style="text-align: right">Rank (# of times taken)</th>
<th style="text-align: right">Gp Earned/Month</th>
<th style="text-align: left">Number of Workers Allowed</th>
</tr>
</thead>
<tbody>
<tr>
<td style="text-align: left">Apprentice</td>
<td style="text-align: right">1</td>
<td style="text-align: right">10gp</td>
<td style="text-align: left">N.A.</td>
</tr>
<tr>
<td style="text-align: left">Journeyman</td>
<td style="text-align: right">2</td>
<td style="text-align: right">20gp</td>
<td style="text-align: left">3 Apprentices</td>
</tr>
<tr>
<td style="text-align: left">Master Artist</td>
<td style="text-align: right">3</td>
<td style="text-align: right">40gp</td>
<td style="text-align: left">2 Journeymen, 4 Apprentices</td>
</tr>
</tbody>
</table>
<p><strong>Bargaining (G)</strong>: 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.</p>
<p><strong>Battle Magic</strong>: The character gains a +1 initiative bonus when casting spells. He is considered 2 class levels higher than his actual level of experience for purposes of dispelling magic or penetrating a target’s magic resistance.</p>
<p><strong>Beast Friendship</strong>: 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.</p>
<p><strong>Berserkergang</strong>: 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.</p>
<p><strong>Black Lore</strong>: The character has studied the terrible necromancies of ancient sorcerers. 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 <a href="Chapter07.html#necromancy">Necromancy</a> in Chapter 7) as if he were two class levels higher than actual.</p>
<p><strong>Blind Fighting</strong>: 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.</p>
<p><strong>Bribery</strong>: 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.</p>
<p><strong>Caving (G)</strong>: 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.</p>
<p><strong>Cat Burglary</strong>: The thief 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 thief falls while climbing, the player may make a second proficiency throw with a -4 penalty in order to catch himself and prevent any damage.</p>
<p><strong>Climbing</strong>: The character can climb cliffs, branchless trees, walls, and other sheer surfaces, without climbing aids, as a thief of his class level.</p>
<p><strong>Collegiate Wizardry (G)</strong>: 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.</p>
<p><strong>Combat Reflexes</strong>: True warriors never hesitate in combat. The character gains a +1 bonus to surprise rolls and initiative rolls. This bonus does not apply when casting spells.</p>
<p><strong>Combat Trickery</strong>: The character is a cunning and tricky fighter. Pick a special maneuver from any one of the following: Disarm, Force Back, Incapacitate, Knock Down, Overrun, Sunder, or Wrestle. When the character attempts this 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 <a href="Chapter06.html#special-maneuvers">Special Maneuvers</a> in Chapter 6 for more details. A character may take Combat Trickery multiple times, selecting an additional special maneuver to learn each time.</p>
<p><strong>Command</strong>: 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 <a href="Chapter03.html#hirelings-henchmen-mercenaries-and-specialists">Hirelings, Henchmen, Mercenaries, and Specialists</a>.</p>
<p><strong>Contemplation</strong>: 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.</p>
<p><strong>Contortionism</strong>: 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.</p>
<p><strong>Craft (G)</strong>: 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+. 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 <a href="Chapter03.html#specialists">Hiring Specialists</a> section). Note that dwarven craftpriests automatically begin play with this proficiency at the “journeyman” rank as part of their class.</p>
<h4 id="craft-proficiency-progression">Craft Proficiency Progression</h4>
<table>
<thead>
<tr>
<th style="text-align: left">Title</th>
<th style="text-align: right">Rank (# of times taken)</th>
<th style="text-align: right">Gp Earned/Month</th>
<th style="text-align: left">Number of Workers Allowed</th>
</tr>
</thead>
<tbody>
<tr>
<td style="text-align: left">Apprentice</td>
<td style="text-align: right">1</td>
<td style="text-align: right">10gp</td>
<td style="text-align: left">N.A.</td>
</tr>
<tr>
<td style="text-align: left">Journeyman</td>
<td style="text-align: right">2</td>
<td style="text-align: right">20gp</td>
<td style="text-align: left">3 Apprentices</td>
</tr>
<tr>
<td style="text-align: left">Master Craftsman</td>
<td style="text-align: right">3</td>
<td style="text-align: right">40gp</td>
<td style="text-align: left">2 Journeymen, 4 Apprentices</td>
</tr>
</tbody>
</table>
<p><strong>Diplomacy (G)</strong>: The character is smooth tongued and familiar with protocol. When attempting to parley, the character learns the outcome of the reaction roll, and then may choose to intervene. Should he intervene, a second reaction roll is made with the same modifiers as the first, and the diplomat makes a proficiency throw of 11+. On a success, the higher of the two reaction rolls is used; on a failure, he has further angered the other party, and the lower of the two rolls is used.</p>
<p><strong>Disguise (G)</strong>: 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.</p>
<p><strong>Divine Blessing</strong>: The character knows how to propitiate the gods and gain their favor. He gains a +2 bonus to all saving throws.</p>
<p><strong>Divine Health</strong>: 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.</p>
<p><strong>Dungeon Bashing</strong>: 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.</p>
<p><strong>Dwarven Brewing</strong>: 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.</p>
<p><strong>Eavesdropping</strong>: The character can hear noises as a thief of his class level.</p>
<p><strong>Elementalism</strong>: Choose an element (air, earth, fire, water). Spells using this element 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.</p>
<p><strong>Elven Bloodline</strong>: 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.)</p>
<p><strong>Endurance (G)</strong>: 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.</p>
<p><strong>Engineering (G)</strong>: 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 <a href="Chapter03.html#specialists">Specialists</a> section.</p>
<p><strong>Familiar</strong>: 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 1/2 its master’s own; Intelligence equal to its master’s Intelligence; and a number of general and class proficiencies equal to its masters, 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.</p>
<p><strong>Fighting Style</strong>: 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. The fighting styles and their bonuses are listed below.</p>
<h4 id="fighting-styles">Fighting Styles</h4>
<table>
<thead>
<tr>
<th style="text-align: left">Style</th>
<th style="text-align: left">Bonus</th>
</tr>
</thead>
<tbody>
<tr>
<td style="text-align: left">Pole weapon</td>
<td style="text-align: left">+1 to initiative rolls</td>
</tr>
<tr>
<td style="text-align: left">Missile weapon</td>
<td style="text-align: left">+1 to attack throws</td>
</tr>
<tr>
<td style="text-align: left">Single weapon</td>
<td style="text-align: left">+1 to attack throws</td>
</tr>
<tr>
<td style="text-align: left">Two weapons</td>
<td style="text-align: left">+1 to attack throws</td>
</tr>
<tr>
<td style="text-align: left">Two-handed weapon</td>
<td style="text-align: left">+1 to damage rolls</td>
</tr>
<tr>
<td style="text-align: left">Weapon and shield</td>
<td style="text-align: left">+1 to armor class</td>
</tr>
</tbody>
</table>
<p>Bonuses are in addition to the standard bonuses for fighting in the given manner. For instance, a character with weapon and shield fighting style proficiency gains a total improvement to his AC of 2 points. A character may take this proficiency multiple times, selecting an additional fighting style each time. If a character has two fighting styles that might be applicable in a given fight, he may only apply the bonus for one style in any given round. For example, if a character armed with a spear and a shield has both the pole weapon and weapon and shield fighting style proficiencies, he must choose between +1 initiative rolls or +1 to AC, but not both.</p>
<p><strong>Gambling (G)</strong>: 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.</p>
<p><strong>Goblin-Slaying</strong>: 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.</p>
<p><strong>Healing (G)</strong>: The character is especially skilled at treating wounds and diagnosing illnesses among humans and demi-humans. 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. 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 <a href="Chapter03.html#chapter-3-equipment">Equipment</a> 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.</p>
<h4 id="healing-proficiency-progression">Healing Proficiency Progression</h4>
<table>
<thead>
<tr>
<th style="text-align: left">Title</th>
<th style="text-align: right">Rank (# of times taken)</th>
<th style="text-align: right">Gp Earned/Month</th>
<th style="text-align: right">Patients/Day</th>
<th style="text-align: left">Skills</th>
</tr>
</thead>
<tbody>
<tr>
<td style="text-align: left">Healer</td>
<td style="text-align: right">1</td>
<td style="text-align: right">25gp</td>
<td style="text-align: right">3</td>
<td style="text-align: left">Identify 11+, extra 1d3 hit points per day</td>
</tr>
<tr>
<td style="text-align: left">Physicker</td>
<td style="text-align: right">2</td>
<td style="text-align: right">50gp</td>
<td style="text-align: right">4</td>
<td style="text-align: left">Identify 7+, neutralize poison, cure disease, cure light 18+</td>
</tr>
<tr>
<td style="text-align: left">Chirugeon</td>
<td style="text-align: right">3</td>
<td style="text-align: right">100gp</td>
<td style="text-align: right">5</td>
<td style="text-align: left">Identify 3+, neutralize poison, cure disease, cure serious 14+</td>
</tr>
</tbody>
</table>
<p><strong>Illusion Resistance</strong>: The character is as hard to fool as the most cynical dwarf. The character receives +4 bonus on saving throws to disbelieve magical illusions.</p>
<p><strong>Intimidation (G)</strong>: 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.</p>
<p><strong>Knowledge (G)</strong>: 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 <a href="Chapter03.html#specialists">Specialists</a> in Chapter 3).</p>
<p><strong>Labor (G)</strong>: 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.</p>
<p><strong>Land Surveying</strong>: 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, an explorer with Land Surveying gains a +4 bonus to his throws to escape detection due to his ability to find the best cover.</p>
<p><strong>Language (G)</strong>: This proficiency enables the character to learn to speak, read, and write an additional language (pick one). The character’s level of literacy with the new language is determined by his Intelligence. Characters with an Intelligence of 8 or less are generally illiterate. However, this proficiency can be taken by a character with a low Intelligence (8 or less) in order to become literate in a language the character already speaks.</p>
<p><strong>Laying on Hands</strong>: 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.</p>
<p><strong>Leadership (G)</strong>: 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 <a href="Chapter07.html#chapter-7-campaigns">Campaigns</a> chapter. He also raises his Leadership score in mass combat by 1 point, which increases the number of units he can lead.</p>
<p><strong>Lip Reading (G)</strong>: 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 <a href="Chapter07.html#hideouts-and-hijinks">Hideouts and Hijinks</a> in Chapter 7 for more information on carousing and spying.</p>
<p><strong>Lockpicking</strong>: 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.</p>
<p><strong>Loremastery</strong>: 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.</p>
<p><strong>Magical Engineering</strong>: 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.</p>
<p><strong>Magical Music</strong>: 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.</p>
<p><strong>Manual of Arms (G)</strong>: 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 &amp; crossbows), he can train crossbowmen (1 month), bowmen (2 months), or longbowmen (3 months). Manual of Arms combined with Riding and Weapon Focus (bows &amp; 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 &amp; crossbows) allows the character to train cataphract cavalry (12 months). The character can train up to 60 soldiers during each training period.</p>
<p><strong>Mapping (G)</strong>: 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.</p>
<p><strong>Martial Training</strong>: 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: (1) axes; (2) bows/crossbows; (3) flails/hammers/maces; (4) swords/daggers; (5) spears/pole arms; (6) bolas/nets/slings/saps/staffs.</p>
<p><strong>Military Strategy (G)</strong>: 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.</p>
<p><strong>Mimicry (G)</strong>: 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.</p>
<p><strong>Mountaineering</strong>: 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.</p>
<p><strong>Mystic Aura</strong>: The character has learned to project his magical powers in a way that causes awe in those that share the character’s presence. He may use Fellowship, as the clerical spell, at will.</p>
<p><strong>Naturalism (G)</strong>: 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.</p>
<p><strong>Navigation (G)</strong>: 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 <a href="Chapter03.html#specialists">Specialists</a>.</p>
<p><strong>Passing Without Trace</strong>: 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.</p>
<p><strong>Performance (G)</strong>: The character can act, dance, sing, recite poetry, tell stories, or play musical instruments in a skilled manner. The character chooses the type of performance that his character knows, and the character can take the proficiency several times in order to know multiple types of performance. 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+. If a character selects the same type of performance twice, he is considered a journeyman in his trade. He can earn 20gp per month from his performances, and lead a troupe of up to 3 apprentices, increasing their productivity by 50%. If he selects the same type of performance three times, he is considered a master of his field. He can earn 40gp per month from his performances, and lead a troupe of up to 2 journeymen and 4 apprentices, increasing their productivity by 50%. Note that bards automatically begin play with this ability at the apprentice level as part of their class.</p>
<h4 id="performance-proficiency-progression">Performance Proficiency Progression</h4>
<table>
<thead>
<tr>
<th style="text-align: left">Title</th>
<th style="text-align: right">Rank (# of times taken)</th>
<th style="text-align: right">Gp Earned/Month</th>
<th style="text-align: left">Number of Workers Allowed</th>
</tr>
</thead>
<tbody>
<tr>
<td style="text-align: left">Apprentice</td>
<td style="text-align: right">1</td>
<td style="text-align: right">10gp</td>
<td style="text-align: left">N.A.</td>
</tr>
<tr>
<td style="text-align: left">Journeyman</td>
<td style="text-align: right">2</td>
<td style="text-align: right">20gp</td>
<td style="text-align: left">3 Apprentices</td>
</tr>
<tr>
<td style="text-align: left">Master Performer</td>
<td style="text-align: right">3</td>
<td style="text-align: right">40gp</td>
<td style="text-align: left">2 Journeymen, 4 Apprentices</td>
</tr>
</tbody>
</table>
<p><strong>Precise Shooting</strong>: 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.</p>
<p><strong>Prestidigitation</strong>: 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.</p>
<p><strong>Profession (G)</strong>: 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%.</p>
<h4 id="profession-proficiency-progression">Profession Proficiency Progression</h4>
<table>
<thead>
<tr>
<th style="text-align: left">Title</th>
<th style="text-align: right">Rank (# of times taken)</th>
<th style="text-align: right">Gp Earned/Month</th>
<th style="text-align: left">Number of Workers Allowed</th>
</tr>
</thead>
<tbody>
<tr>
<td style="text-align: left">Apprentice</td>
<td style="text-align: right">1</td>
<td style="text-align: right">25gp</td>
<td style="text-align: left">N.A.</td>
</tr>
<tr>
<td style="text-align: left">Licensed Practitioner</td>
<td style="text-align: right">2</td>
<td style="text-align: right">50gp</td>
<td style="text-align: left">3 Apprentices</td>
</tr>
<tr>
<td style="text-align: left">Master of Profession</td>
<td style="text-align: right">3</td>
<td style="text-align: right">100gp</td>
<td style="text-align: left">2 Journeymen, 4 Apprentices</td>
</tr>
</tbody>
</table>
<p><strong>Prophecy</strong>: 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).</p>
<p><strong>Quiet Magic</strong>: 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.</p>
<p><strong>Riding (G)</strong>: 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.</p>
<p><strong>Righteous Turning</strong>: 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.</p>
<p><strong>Running</strong>: The character’s base movement speed is increased by 30’ when wearing chainmail or lighter armor.</p>
<p><strong>Seafaring (G)</strong>: 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 <a href="Chapter03.html#specialists">Specialists</a>. 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 <a href="Chapter06.html#wilderness-adventures">Wilderness Adventures</a> section), and his ship’s chance to evade is increased by +5.</p>
<p><strong>Seduction (G)</strong>: 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.</p>
<p><strong>Sensing Evil</strong>: At will, the character can detect evil (as the spell) up to 60’ away by concentrating. Each use takes a turn.</p>
<p><strong>Sensing Power</strong>: 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.</p>
<p><strong>Siege Engineering (G)</strong>: 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.</p>
<p><strong>Signaling (G)</strong>: 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. Characters with Signaling increase their Zone of Control in mass combat by 1 hex.</p>
<p><strong>Skirmishing</strong>: 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 <a href="Chapter06.html#defensive-movement">Defensive Movement</a> in Chapter 6.</p>
<p><strong>Skulking</strong>: The character excels at moving furtively and finding concealment. He receives a +2 bonus on proficiency throws to hide in shadows and move silently.</p>
<p><strong>Sniping</strong>: If otherwise eligible to ambush or backstab his opponent, the character may do so using ranged weapons at up to short range.</p>
<p><strong>Soothsaying</strong>: 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 contact higher plane (as the spell).</p>
<p><strong>Survival</strong>: 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 <a href="Chapter06.html#wilderness-adventures">Wilderness Adventures</a>), but gains a +4 bonus on the roll.</p>
<p><strong>Swashbuckling</strong>: 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.</p>
<p><strong>Theology (G)</strong>: 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.</p>
<p><strong>Trap Finding</strong>: 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.</p>
<p><strong>Tracking (G)</strong>: 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.</p>
<p><strong>Transmogrification</strong>: 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 <a href="Chapter07.html#crossbreeds">Crossbreeding</a> 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.</p>
<p><strong>Trapping (G)</strong>: 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.</p>
<p><strong>Unflappable Casting</strong>: 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. See <a href="Chapter05.html#casting-spells">Casting Spells</a> in Chapter 5 and <a href="Chapter06.html#casting-spells">Casting Spells</a> in Chapter 6.</p>
<p><strong>Wakefulness</strong>: The character requires only four hours of sleep to be rested each night.</p>
<p><strong>Weapon Finesse</strong>: When attacking with one-handed melee weapons, the character may use his Dexterity modifier instead of his Strength modifier on his attack throw.</p>
<p><strong>Weapon Focus</strong>: 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 double normal damage. A character may take this proficiency multiple times, selecting an additional Weapon Focus each time. The available Weapon Focuses are: axes; maces, flails and hammers; swords and daggers; bows and crossbows; slings and thrown weapons; spears and polearms. Weapon Focus does not allow a character to use weapons not available to his class.</p>
<h2 id="proficiencies-of-normal-humans-and-demi-humans">Proficiencies of Normal Humans and Demi-Humans</h2>
<p>Normal humans and demi-humans (non-adventuring 0th level characters) do not begin with the Adventuring proficiency or any class proficiencies. Instead they begin their careers with four general proficiencies. If their Intelligence is 13 or greater, they gain additional general proficiencies equal to their Intelligence bonus. A character may not select the same proficiency more than once with his four starting proficiencies, but may use bonus proficiencies from high INT to do so. Normal humans gain an additional general proficiency after 5 years, 15 years, and 35 years of work. Normal dwarves and elves gain an additional general proficiency after 5, 15, 35, and 70 years of work. Adventurers learn much faster - or die.</p>
<p><em>Example</em>: Tavus is a highly intelligent (INT 16) 0th level young man. He begins his career at age 18 with six general proficiencies - four base + two more from his high INT. He selects Craft (Carpenter), Engineering, Labor (Stonecutting), and Mapping with his four starting proficiencies. With his bonus proficiencies he takes two additional ranks in Engineering. At age 23, he gains an additional proficiency, which he uses to take a fourth rank in Engineering. He is now qualified to serve as an Engineer specialist (see <a href="Chapter03.html#specialists">Specialists</a> in Chapter 3), making him among the youngest engineers in his guild. A character of average Intelligence might take a lifetime to gain that same level of proficiency.</p>
<hr />
<p><a href="Chapter03.html#chapter-3-equipment">Previous</a> <a href="Chapter00.html#table-of-contents">Top</a> <a href="Chapter05.html#chapter-5-spells">Next</a></p>
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<p><a href="Chapter10.html#chapter-10-secrets">Previous</a> <a href="Chapter00.html#table-of-contents">Top</a></p>
<hr />
<h1 id="open-game-license">Open Game License</h1>
<p>DESIGNATION OF PRODUCT IDENTITY</p>
<p>The following is designated as product identity: All trademarks, registered trademarks, proper names (characters, deities, etc.), dialogue, plots, storylines, locations, characters, artworks, logos, symbols, graphic designs, and trade dress.</p>
<p>Autarch™, Adventure Conqueror King™, Adventurer Conqueror King System™, ACKS™ are trademarks of Autarch™.</p>
<p>DESIGNATION OF OPEN GAME CONTENT</p>
<p>All text and tables, with the exception of material specifically excluded in the declaration of product identity, are open game content.</p>
<p>OPEN GAME LICENSE Version 1.0a</p>
<p>The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc. (“Wizards”). All Rights Reserved.</p>
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<p>Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.</p>
<p>System Reference Document Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathon Tweet, Monte Cook, Skip Williams, based on original material by E. Gary Gygax and Dave Arneson.</p>
<p>System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, John D. Rateliff, Thomas Reid, James Wyatt, based on original material by E. Gary Gygax and Dave Arneson.</p>
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<p>Adventurer Conqueror King Copyright 2011, Autarch; Authors Alexander Macris, Tavis Allison, Greg Tito, and Ryan Browning.</p>
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<p>END OF LICENSE</p>
<p>ADVENTURER CONQUEROR KING PRODUCT IDENTITY LICENSE Version 1.0</p>
<p>Subject to the terms of the Open Game License, above, you may create derivative works based upon the Adventurer Conqueror King System (this document). However, the Open Game License protects the Product Identity (explained and detailed above) such that you must have permission from the copyright holder before you may use any of the listed Product Identity.</p>
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<p>The work may not be obscene in nature; in general, any work containing subject matter that would qualify for an NC-17 movie rating in the United States, or an R rating due to explicit sexual content, is considered obscene for purposes of this license.</p>
</li>
</ol>
<p>If you comply with the above conditions, you may do either or both of the following:</p>
<ol>
<li>
<p>Include the text “Designed for use with the Adventurer Conqueror King System”</p>
</li>
<li>
<p>Use the “ACKS Compatible” logo, provided on the Adventurer Conqueror King System website: http://www.adventurerconquerorking.com/logo.html</p>
<p>The logo may be resized as needed, but must not be distorted and may not be altered other than to resize it.</p>
</li>
<li>
<p>Use the product identity elements “Autarch”, “Adventurer Conqueror King”, “Adventurer Conqueror King System”, and “ACKS” for the purposes of identifying the source of open content which is re-used from this document and discussing the relationship of the derivative work to this original, subject to the following terms:</p>
<p>a. Any work making use of these elements must designate these elements as product identity in accordance with section 1(e) of the Open Game License version 1.0a;</p>
<p>b. Any work making use of these elements must bear a notice declaring the fact that Autarch, Adventurer Conqueror King, Adventurer Conqueror King System, and ACKS are trademarks of Autarch.</p>
</li>
</ol>
<p>If you wish to use other Product Identity from this work, you must request and receive explicit permission from the copyright holder.</p>
<p>In any of the above cases where the Adventurer Conqueror King Product Identity is used in your work, you must also include the Adventurer Conqueror King website address “autarch.co” in that work. You may place the website address adjacent to the logo and/or name, or you may include it on your title page, or place it in some other location where any reasonably observant person would expect to find it.</p>
<p>END OF LICENSE</p>
<hr />
<p><a href="Chapter10.html#chapter-10-secrets">Previous</a> <a href="Chapter00.html#table-of-contents">Top</a></p>
{% endblock %}

645
acks/templates/srd/index.html

@ -0,0 +1,645 @@
{% extends "base.html" %}
{% set active_page = "handbook" %}
{% block title %}Handbook - Index{% endblock %}
{% block content %}
<div class="uk-flex uk-flex-center uk-margin-bottom uk-margin-top">
<h1 class="uk-text-center"><strong>Adventurer Conqueror King</strong>Handbook</h1>
</div>
<div id="handbook-container">
<h1 id="adventurer-conqueror-king-system">Adventurer Conqueror King System</h1>
<p><strong>Rules for Roleplaying in a World of Swords, Sorcery, and Strongholds</strong></p>
<h2 id="table-of-contents">Table of Contents</h2>
<p><a href="Chapter01.html#chapter-1-introduction">Chapter 1 Introduction</a></p>
<p><a href="Chapter02.html#chapter-2-characters">Chapter 2 Characters</a></p>
<p><a href="Chapter03.html#chapter-3-equipment">Chapter 3 Equipment</a></p>
<p><a href="Chapter04.html#chapter-4-proficiencies">Chapter 4 Proficiencies</a></p>
<p><a href="Chapter05.html#chapter-5-spells">Chapter 5 Spells</a></p>
<p><a href="Chapter06.html#chapter-6-adventures">Chapter 6 Adventures</a></p>
<p><a href="Chapter07.html#chapter-7-campaigns">Chapter 7 Campaigns</a></p>
<p><a href="Chapter08.html#chapter-8-monsters">Chapter 8 Monsters</a></p>
<p><a href="Chapter09.html#chapter-9-treasure">Chapter 9 Treasure</a></p>
<p><a href="Chapter10.html#chapter-10-secrets">Chapter 10 Secrets</a></p>
<p><a href="OGL.html#open-game-license">OGL</a></p>
<h2 id="detailed-table-of-contents">Detailed Table of Contents</h2>
<h3 id="chapter-1-introductionchapter01htmlchapter-1-introduction"><a href="Chapter01.html#chapter-1-introduction">Chapter 1 Introduction</a></h3>
<ul>
<li><a href="Chapter01.html#about-the-game">About the Game</a></li>
<li><a href="Chapter01.html#how-to-use-this-book">How to Use This Book</a></li>
<li><a href="Chapter01.html#the-basics-of-the-game">The Basics of The Game</a></li>
<li><a href="Chapter01.html#winning-and-losing-the-game">Winning and Losing the Game</a></li>
<li><a href="Chapter01.html#dice">Dice</a></li>
<li><a href="Chapter01.html#rolling-and-throwing-the-dice">Rolling and Throwing the Dice</a>
<ul>
<li><a href="Chapter01.html#rolling-the-dice">Rolling the Dice</a></li>
<li><a href="Chapter01.html#throwing-the-dice">Throwing the Dice</a></li>
<li><a href="Chapter01.html#what-kind-of-die-should-you-use">What Kind of Die Should You Use?</a></li>
</ul>
</li>
<li><a href="Chapter01.html#common-abbreviations">Common Abbreviations</a></li>
</ul>
<h3 id="chapter-2-characterschapter02htmlchapter-2-characters"><a href="Chapter02.html#chapter-2-characters">Chapter 2 Characters</a></h3>
<ul>
<li><a href="Chapter02.html#creating-a-character">Creating a Character</a>
<ul>
<li><a href="Chapter02.html#generating-multiple-characters-optional">Generating Multiple Characters (Optional)</a></li>
</ul>
</li>
<li><a href="Chapter02.html#character-abilities">Character Abilities</a>
<ul>
<li><a href="Chapter02.html#classes-and-ability-scores">Classes and Ability Scores</a></li>
</ul>
</li>
<li><a href="Chapter02.html#hit-points">Hit Points</a></li>
<li><a href="Chapter02.html#character-classes">Character Classes</a></li>
<li><a href="Chapter02.html#core-classes">Core Classes</a>
<ul>
<li><a href="Chapter02.html#fighter">Fighter</a></li>
<li><a href="Chapter02.html#mage">Mage</a></li>
<li><a href="Chapter02.html#cleric">Cleric</a></li>
<li><a href="Chapter02.html#thief">Thief</a></li>
</ul>
</li>
<li><a href="Chapter02.html#campaign-classes">Campaign Classes</a>
<ul>
<li><a href="Chapter02.html#assassin">Assassin</a></li>
<li><a href="Chapter02.html#bard">Bard</a></li>
<li><a href="Chapter02.html#bladedancer">Bladedancer</a></li>
<li><a href="Chapter02.html#explorer">Explorer</a></li>
</ul>
</li>
<li><a href="Chapter02.html#demi-human-classes">Demi-Human Classes</a>
<ul>
<li><a href="Chapter02.html#dwarven-vaultguard">Dwarven Vaultguard</a></li>
<li><a href="Chapter02.html#dwarven-craftpriest">Dwarven Craftpriest</a></li>
<li><a href="Chapter02.html#elven-spellsword">Elven Spellsword</a></li>
<li><a href="Chapter02.html#elven-nightblade">Elven Nightblade</a></li>
</ul>
</li>
<li><a href="Chapter02.html#alignment">Alignment</a></li>
<li><a href="Chapter02.html#adventuring-parties">Adventuring Parties</a></li>
</ul>
<h3 id="chapter-3-equipmentchapter03htmlchapter-3-equipment"><a href="Chapter03.html#chapter-3-equipment">Chapter 3 Equipment</a></h3>
<ul>
<li><a href="Chapter03.html#the-basics-of-equipment">The Basics of Equipment</a></li>
<li><a href="Chapter03.html#coins-and-money">Coins and Money</a>
<ul>
<li><a href="Chapter03.html#whats-a-gold-piece-worth">What’s a Gold Piece Worth?</a></li>
</ul>
</li>
<li><a href="Chapter03.html#purchasing-equipment">Purchasing Equipment</a>
<ul>
<li><a href="Chapter03.html#equipment-availability">Equipment Availability</a></li>
<li><a href="Chapter03.html#commissioning-equipment">Commissioning Equipment</a></li>
</ul>
</li>
<li><a href="Chapter03.html#weapons-and-equipment">Weapons and Equipment</a></li>
<li><a href="Chapter03.html#equipment-descriptions">Equipment Descriptions</a></li>
<li><a href="Chapter03.html#encumbrance">Encumbrance</a></li>
<li><a href="Chapter03.html#hirelings-henchmen-mercenaries-and-specialists">Hirelings, Henchmen, Mercenaries, and Specialists</a>
<ul>
<li><a href="Chapter03.html#henchmen">Henchmen</a></li>
<li><a href="Chapter03.html#mercenaries">Mercenaries</a></li>
<li><a href="Chapter03.html#specialists">Specialists</a></li>
</ul>
</li>
</ul>
<h3 id="chapter-4-proficiencieschapter04htmlchapter-4-proficiencies"><a href="Chapter04.html#chapter-4-proficiencies">Chapter 4 Proficiencies</a></h3>
<ul>
<li><a href="Chapter04.html#the-basics-of-proficiencies">The Basics of Proficiencies</a></li>
<li><a href="Chapter04.html#starting-proficiencies">Starting Proficiencies</a></li>
<li><a href="Chapter04.html#gaining-proficiencies">Gaining Proficiencies</a></li>
<li><a href="Chapter04.html#proficiency-lists">Proficiency Lists</a></li>
<li><a href="Chapter04.html#proficiency-descriptions">Proficiency Descriptions</a></li>
<li><a href="Chapter04.html#proficiencies-of-normal-humans-and-demi-humans">Proficiencies of Normal Humans and Demi-Humans</a></li>
</ul>
<h3 id="chapter-5-spellschapter05htmlchapter-5-spells"><a href="Chapter05.html#chapter-5-spells">Chapter 5 Spells</a></h3>
<ul>
<li><a href="Chapter05.html#spells-and-spellcasters">Spells and Spellcasters</a></li>
<li><a href="Chapter05.html#casting-spells">Casting Spells</a></li>
<li><a href="Chapter05.html#spell-repertoire">Spell Repertoire</a>
<ul>
<li><a href="Chapter05.html#divine-spell-repertoire">Divine Spell Repertoire</a></li>
<li><a href="Chapter05.html#arcane-spell-repertoire">Arcane Spell Repertoire</a></li>
</ul>
</li>
<li><a href="Chapter05.html#reversible-spells">Reversible Spells</a></li>
<li><a href="Chapter05.html#spell-signatures">Spell Signatures</a></li>
<li><a href="Chapter05.html#arcane-spell-list">Arcane Spell List</a></li>
<li><a href="Chapter05.html#divine-spell-list-cleric">Divine Spell List (Cleric)</a></li>
<li><a href="Chapter05.html#divine-spell-list-bladedancer">Divine Spell List (Bladedancer)</a></li>
<li><a href="Chapter05.html#spell-index">Spell Index</a></li>
</ul>
<h3 id="chapter-6-adventureschapter06htmlchapter-6-adventures"><a href="Chapter06.html#chapter-6-adventures">Chapter 6 Adventures</a></h3>
<ul>
<li><a href="Chapter06.html#dungeons-wilderness-and-sea">Dungeons, Wilderness, and Sea</a>
<ul>
<li><a href="Chapter06.html#dungeon-adventures">Dungeon Adventures</a></li>
<li><a href="Chapter06.html#marching-and-mapping">Marching and Mapping</a></li>
<li><a href="Chapter06.html#time-and-movement">Time and Movement</a></li>
<li><a href="Chapter06.html#rest">Rest</a></li>
<li><a href="Chapter06.html#light-and-darkness">Light and Darkness</a></li>
<li><a href="Chapter06.html#doors">Doors</a></li>
<li><a href="Chapter06.html#traps-and-trap-detection">Traps and Trap Detection</a></li>
</ul>
</li>
<li><a href="Chapter06.html#wilderness-adventures">Wilderness Adventures</a>
<ul>
<li><a href="Chapter06.html#marching-and-mapping-in-the-wilderness">Marching and Mapping in the Wilderness</a></li>
<li><a href="Chapter06.html#time-and-wilderness-movement">Time and Wilderness Movement</a></li>
<li><a href="Chapter06.html#getting-lost">Getting Lost</a></li>
<li><a href="Chapter06.html#rations-and-foraging">Rations and Foraging</a></li>
<li><a href="Chapter06.html#air-travel">Air Travel</a></li>
</ul>
</li>
<li><a href="Chapter06.html#sea-adventures">Sea Adventures</a>
<ul>
<li><a href="Chapter06.html#sea-vessels">Sea Vessels</a></li>
<li><a href="Chapter06.html#sea-movement">Sea Movement</a></li>
<li><a href="Chapter06.html#getting-lost">Getting Lost</a></li>
<li><a href="Chapter06.html#rations-and-fishing">Rations and Fishing</a></li>
</ul>
</li>
<li><a href="Chapter06.html#encounters">Encounters</a>
<ul>
<li><a href="Chapter06.html#dungeon-encounters">Dungeon Encounters</a></li>
<li><a href="Chapter06.html#wilderness-encounters">Wilderness Encounters</a></li>
<li><a href="Chapter06.html#sea-encounters">Sea Encounters</a></li>
</ul>
</li>
<li><a href="Chapter06.html#monsters-encountered">Monsters Encountered</a></li>
<li><a href="Chapter06.html#surprise">Surprise</a>
<ul>
<li><a href="Chapter06.html#surprise-and-sneaking">Surprise and Sneaking</a></li>
</ul>
</li>
<li><a href="Chapter06.html#reactions">Reactions</a></li>
<li><a href="Chapter06.html#evasion-and-pursuit">Evasion and Pursuit</a>
<ul>
<li><a href="Chapter06.html#chases-in-the-dungeon">Chases in the Dungeon</a></li>
<li><a href="Chapter06.html#chases-in-the-wilderness">Chases in the Wilderness</a></li>
<li><a href="Chapter06.html#chases-at-sea">Chases at Sea</a></li>
</ul>
</li>
<li><a href="Chapter06.html#initiative">Initiative</a></li>
<li><a href="Chapter06.html#movement">Movement</a>
<ul>
<li><a href="Chapter06.html#running">Running</a></li>
<li><a href="Chapter06.html#charging">Charging</a></li>
<li><a href="Chapter06.html#set-weapon-against-charge">Set Weapon against Charge</a></li>
<li><a href="Chapter06.html#defensive-movement">Defensive Movement</a></li>
<li><a href="Chapter06.html#other-movement">Other Movement</a></li>
</ul>
</li>
<li><a href="Chapter06.html#how-to-attack">How to Attack</a>
<ul>
<li><a href="Chapter06.html#melee-combat">Melee Combat</a></li>
<li><a href="Chapter06.html#missile-attacks">Missile Attacks</a></li>
<li><a href="Chapter06.html#casting-spells">Casting Spells</a></li>
<li><a href="Chapter06.html#other-actions">Other Actions</a></li>
</ul>
</li>
<li><a href="Chapter06.html#damage">Damage</a>
<ul>
<li><a href="Chapter06.html#double-damage">Double Damage</a></li>
<li><a href="Chapter06.html#invulnerable-monsters">“Invulnerable” Monsters</a></li>
<li><a href="Chapter06.html#effects-of-damage">Effects of Damage</a></li>
<li><a href="Chapter06.html#healing">Healing</a></li>
<li><a href="Chapter06.html#nonlethal-damage">Nonlethal Damage</a></li>
</ul>
</li>
<li><a href="Chapter06.html#mortal-wounds">Mortal Wounds</a></li>
<li><a href="Chapter06.html#tampering-with-mortality">Tampering with Mortality</a></li>
<li><a href="Chapter06.html#cleaving">Cleaving</a></li>
<li><a href="Chapter06.html#saving-throws">Saving Throws</a>
<ul>
<li><a href="Chapter06.html#saving-throw-categories">Saving Throw Categories</a></li>
</ul>
</li>
<li><a href="Chapter06.html#special-maneuvers">Special Maneuvers</a>
<ul>
<li><a href="Chapter06.html#brawling">Brawling</a></li>
<li><a href="Chapter06.html#disarm">Disarm</a></li>
<li><a href="Chapter06.html#force-back">Force Back</a></li>
<li><a href="Chapter06.html#incapacitate">Incapacitate</a></li>
<li><a href="Chapter06.html#knock-down">Knock Down</a></li>
<li><a href="Chapter06.html#overrun">Overrun</a></li>
<li><a href="Chapter06.html#sunder">Sunder</a></li>
<li><a href="Chapter06.html#wrestling">Wrestling</a></li>
<li><a href="Chapter06.html#special-maneuvers-between-opponents-of-vastly-different-size-or-unusual-shape">Special Maneuvers Between Opponents of Vastly Different Size or Unusual Shape</a></li>
</ul>
</li>
<li><a href="Chapter06.html#morale-rolls">Morale Rolls</a></li>
<li><a href="Chapter06.html#mounted-combat">Mounted Combat</a>
<ul>
<li><a href="Chapter06.html#mounted-initiative-and-movement">Mounted Initiative and Movement</a></li>
<li><a href="Chapter06.html#mounted-attacks">Mounted Attacks</a></li>
<li><a href="Chapter06.html#mounts-and-damage">Mounts and Damage</a></li>
</ul>
</li>
<li><a href="Chapter06.html#sea-combat">Sea Combat</a>
<ul>
<li><a href="Chapter06.html#ship-initiative">Ship Initiative</a></li>
<li><a href="Chapter06.html#structural-hit-points">Structural Hit Points</a></li>
<li><a href="Chapter06.html#ship-to-ship-combat">Ship-to-Ship Combat</a></li>
<li><a href="Chapter06.html#swimming-and-drowning">Swimming and Drowning</a></li>
</ul>
</li>
<li><a href="Chapter06.html#earning-experience-from-adventures">Earning Experience from Adventures</a>
<ul>
<li><a href="Chapter06.html#experience-from-treasure">Experience from Treasure</a></li>
<li><a href="Chapter06.html#experience-from-monsters">Experience from Monsters</a></li>
<li><a href="Chapter06.html#allocating-xp">Allocating XP</a></li>
<li><a href="Chapter06.html#adjustments-to-xp">Adjustments to XP</a></li>
<li><a href="Chapter06.html#character-advancement">Character Advancement</a></li>
<li><a href="Chapter06.html#character-death">Character Death</a></li>
<li><a href="Chapter06.html#0th-level-characters-and-experience-from-adventuring">0th Level Characters and Experience from Adventuring</a></li>
</ul>
</li>
</ul>
<h3 id="chapter-7-campaignschapter07htmlchapter-7-campaigns"><a href="Chapter07.html#chapter-7-campaigns">Chapter 7 Campaigns</a></h3>
<ul>
<li><a href="Chapter07.html#magic-research">Magic Research</a>
<ul>
<li><a href="Chapter07.html#researching-spells">Researching Spells</a></li>
<li><a href="Chapter07.html#creating-magical-items">Creating Magical Items</a></li>
</ul>
</li>
<li><a href="Chapter07.html#ritual-spells">Ritual Spells</a></li>
<li><a href="Chapter07.html#constructs">Constructs</a>
<ul>
<li><a href="Chapter07.html#creating-constructs">Creating Constructs</a></li>
<li><a href="Chapter07.html#designing-constructs">Designing Constructs</a></li>
</ul>
</li>
<li><a href="Chapter07.html#crossbreeds">Crossbreeds</a>
<ul>
<li><a href="Chapter07.html#creating-crossbreeds">Creating Crossbreeds</a></li>
</ul>
</li>
<li><a href="Chapter07.html#necromancy">Necromancy</a>
<ul>
<li><a href="Chapter07.html#granting-unlife">Granting Unlife</a></li>
</ul>
</li>
<li><a href="Chapter07.html#divine-power">Divine Power</a>
<ul>
<li><a href="Chapter07.html#congregations">Congregations</a></li>
<li><a href="Chapter07.html#blood-sacrifice">Blood Sacrifice</a></li>
</ul>
</li>
<li><a href="Chapter07.html#strongholds-and-domains">Strongholds and Domains</a>
<ul>
<li><a href="Chapter07.html#securing-the-domain">Securing the Domain</a></li>
<li><a href="Chapter07.html#establishing-the-stronghold">Establishing the Stronghold</a></li>
<li><a href="Chapter07.html#attracting-peasants-and-followers">Attracting Peasants and Followers</a></li>
<li><a href="Chapter07.html#follower-type-and-equipment-by-class">Follower Type and Equipment by Class</a></li>
<li><a href="Chapter07.html#growing-the-domain">Growing the Domain</a></li>
<li><a href="Chapter07.html#collecting-revenue">Collecting Revenue</a></li>
<li><a href="Chapter07.html#paying-expenses">Paying Expenses</a></li>
<li><a href="Chapter07.html#realms-and-vassals">Realms and Vassals</a></li>
<li><a href="Chapter07.html#titles-of-nobility">Titles of Nobility</a></li>
<li><a href="Chapter07.html#keeping-the-peace">Keeping the Peace</a></li>
<li><a href="Chapter07.html#villages-towns-and-cities">Villages, Towns, and Cities</a></li>
<li><a href="Chapter07.html#establishing-strongholds-before-9th-level">Establishing Strongholds Before 9th Level</a></li>
<li><a href="Chapter07.html#chaotic-domains">Chaotic Domains</a></li>
<li><a href="Chapter07.html#dwarven-vaults">Dwarven Vaults</a></li>
<li><a href="Chapter07.html#elven-fastnesses">Elven Fastnesses</a></li>
<li><a href="Chapter07.html#hideouts-and-hijinks">Hideouts and Hijinks</a></li>
<li><a href="Chapter07.html#hijinks">Hijinks</a></li>
<li><a href="Chapter07.html#getting-caught">Getting Caught</a></li>
<li><a href="Chapter07.html#creating-a-criminal-guild">Creating a Criminal Guild</a></li>
<li><a href="Chapter07.html#managing-a-criminal-guild">Managing a Criminal Guild</a></li>
</ul>
</li>
<li><a href="Chapter07.html#sanctums-and-dungeons">Sanctums and Dungeons</a>
<ul>
<li><a href="Chapter07.html#constructing-a-dungeon">Constructing a Dungeon</a></li>
<li><a href="Chapter07.html#populating-a-dungeon">Populating a Dungeon</a></li>
<li><a href="Chapter07.html#harvesting-a-dungeon-for-monster-parts">Harvesting a Dungeon for Monster Parts</a></li>
<li><a href="Chapter07.html#peasants-and-dungeons">Peasants and Dungeons</a></li>
</ul>
</li>
<li><a href="Chapter07.html#mercantile-ventures">Mercantile Ventures</a>
<ul>
<li><a href="Chapter07.html#arbitrage-trading">Arbitrage Trading</a></li>
<li><a href="Chapter07.html#passenger-and-cargo-transport">Passenger and Cargo Transport</a></li>
<li><a href="Chapter07.html#merchant-ships-and-caravans">Merchant Ships and Caravans</a></li>
<li><a href="Chapter07.html#merchandise-tables">Merchandise Tables</a></li>
</ul>
</li>
<li><a href="Chapter07.html#earning-experience-from-campaigns">Earning Experience from Campaigns</a>
<ul>
<li><a href="Chapter07.html#experience-from-construction">Experience from Construction</a></li>
<li><a href="Chapter07.html#experience-from-domain-and-mercantile-income">Experience from Domain and Mercantile Income</a></li>
<li><a href="Chapter07.html#experience-from-magical-research">Experience from Magical Research</a></li>
<li><a href="Chapter07.html#experience-from-hijinks">Experience from Hijinks</a></li>
<li><a href="Chapter07.html#0th-level-characters-and-experience-from-campaigns">0th Level Characters and Experience from Campaigns</a></li>
</ul>
</li>
</ul>
<h3 id="chapter-8-monsterschapter08htmlchapter-8-monsters"><a href="Chapter08.html#chapter-8-monsters">Chapter 8 Monsters</a></h3>
<ul>
<li><a href="Chapter08.html#monster-characteristics">Monster Characteristics</a></li>
<li><a href="Chapter08.html#monster-types">Monster Types</a>
<ul>
<li><a href="Chapter08.html#animal">Animal</a></li>
<li><a href="Chapter08.html#beastman">Beastman</a></li>
<li><a href="Chapter08.html#construct">Construct</a></li>
<li><a href="Chapter08.html#enchanted-creature">Enchanted Creature</a></li>
<li><a href="Chapter08.html#fantastic-creature">Fantastic Creature</a></li>
<li><a href="Chapter08.html#giant-humanoid">Giant Humanoid</a></li>
<li><a href="Chapter08.html#humanoid">Humanoid</a></li>
<li><a href="Chapter08.html#ooze">Ooze</a></li>
<li><a href="Chapter08.html#summoned-creature">Summoned Creature</a></li>
<li><a href="Chapter08.html#undead">Undead</a></li>
<li><a href="Chapter08.html#vermin">Vermin</a></li>
</ul>
</li>
<li><a href="Chapter08.html#abbreviations">Abbreviations</a></li>
<li><a href="Chapter08.html#monster-listings">Monster Listings</a>
<ul>
<li><a href="Chapter08.html#ankheg">Ankheg</a></li>
<li><a href="Chapter08.html#ant-giant">Ant, Giant</a></li>
<li><a href="Chapter08.html#ape-white">Ape, White</a></li>
<li><a href="Chapter08.html#baboon-rock">Baboon, Rock</a></li>
<li><a href="Chapter08.html#basilisk">Basilisk</a></li>
<li><a href="Chapter08.html#bat">Bat</a></li>
<li><a href="Chapter08.html#bear">Bear</a></li>
<li><a href="Chapter08.html#bee-giant-killer">Bee, Giant Killer</a></li>
<li><a href="Chapter08.html#beetle-giant">Beetle, Giant</a></li>
<li><a href="Chapter08.html#black-pudding">Black Pudding</a></li>
<li><a href="Chapter08.html#blink-dog">Blink Dog</a></li>
<li><a href="Chapter08.html#boar">Boar</a></li>
<li><a href="Chapter08.html#bugbear">Bugbear</a></li>
<li><a href="Chapter08.html#caecilian">Caecilian</a></li>
<li><a href="Chapter08.html#camel">Camel</a></li>
<li><a href="Chapter08.html#carcass-scavenger">Carcass Scavenger</a></li>
<li><a href="Chapter08.html#cat-large">Cat, Large</a></li>
<li><a href="Chapter08.html#centaur">Centaur</a></li>
<li><a href="Chapter08.html#centipede-giant">Centipede, Giant</a></li>
<li><a href="Chapter08.html#chimera">Chimera</a></li>
<li><a href="Chapter08.html#cockatrice">Cockatrice</a></li>
<li><a href="Chapter08.html#crab-giant">Crab, Giant</a></li>
<li><a href="Chapter08.html#crocodile">Crocodile</a></li>
<li><a href="Chapter08.html#cyclops">Cyclops</a></li>
<li><a href="Chapter08.html#demon-boar">Demon Boar</a></li>
<li><a href="Chapter08.html#djinni">Djinni</a></li>
<li><a href="Chapter08.html#dog">Dog</a></li>
<li><a href="Chapter08.html#doppelganger">Doppelganger</a></li>
<li><a href="Chapter08.html#dragon">Dragon</a></li>
<li><a href="Chapter08.html#sea-dragons">Sea Dragons</a></li>
<li><a href="Chapter08.html#dragon-turtle">Dragon Turtle</a></li>
<li><a href="Chapter08.html#dwarf">Dwarf</a></li>
<li><a href="Chapter08.html#efreeti">Efreeti</a></li>
<li><a href="Chapter08.html#elemental">Elemental</a></li>
<li><a href="Chapter08.html#elephant">Elephant</a></li>
<li><a href="Chapter08.html#elf">Elf</a></li>
<li><a href="Chapter08.html#ettin">Ettin</a></li>
<li><a href="Chapter08.html#faerie">Faerie</a></li>
<li><a href="Chapter08.html#fish-giant">Fish, Giant</a></li>
<li><a href="Chapter08.html#fly-giant-carnivorous">Fly, Giant Carnivorous</a></li>
<li><a href="Chapter08.html#gargoyle">Gargoyle</a></li>
<li><a href="Chapter08.html#gelatinous-cube">Gelatinous Cube</a></li>
<li><a href="Chapter08.html#ghoul">Ghoul</a></li>
<li><a href="Chapter08.html#giant">Giant</a></li>
<li><a href="Chapter08.html#gnoll">Gnoll</a></li>
<li><a href="Chapter08.html#gnome">Gnome</a></li>
<li><a href="Chapter08.html#goblin">Goblin</a></li>
<li><a href="Chapter08.html#golem">Golem</a></li>
<li><a href="Chapter08.html#gorgon">Gorgon</a></li>
<li><a href="Chapter08.html#gray-ooze">Gray Ooze</a></li>
<li><a href="Chapter08.html#green-slime">Green Slime</a></li>
<li><a href="Chapter08.html#griffon">Griffon</a></li>
<li><a href="Chapter08.html#halfling">Halfling</a></li>
<li><a href="Chapter08.html#harpy">Harpy</a></li>
<li><a href="Chapter08.html#hawk">Hawk</a></li>
<li><a href="Chapter08.html#hell-hound">Hell Hound</a></li>
<li><a href="Chapter08.html#herd-animals">Herd Animals</a></li>
<li><a href="Chapter08.html#hippogriff">Hippogriff</a></li>
<li><a href="Chapter08.html#hobgoblin">Hobgoblin</a></li>
<li><a href="Chapter08.html#horse">Horse</a></li>
<li><a href="Chapter08.html#hydra">Hydra</a></li>
<li><a href="Chapter08.html#invisible-stalker">Invisible Stalker</a></li>
<li><a href="Chapter08.html#kobold">Kobold</a></li>
<li><a href="Chapter08.html#lamia">Lamia</a></li>
<li><a href="Chapter08.html#lammasu">Lammasu</a></li>
<li><a href="Chapter08.html#leech-giant">Leech, Giant</a></li>
<li><a href="Chapter08.html#lizard-giant">Lizard, Giant</a></li>
<li><a href="Chapter08.html#lizardman">Lizardman</a></li>
<li><a href="Chapter08.html#locust-cavern">Locust, Cavern</a></li>
<li><a href="Chapter08.html#lycanthrope">Lycanthrope</a></li>
<li><a href="Chapter08.html#manticore">Manticore</a></li>
<li><a href="Chapter08.html#mastodon">Mastodon</a></li>
<li><a href="Chapter08.html#medusa">Medusa</a></li>
<li><a href="Chapter08.html#men">Men</a></li>
<li><a href="Chapter08.html#mermen">Mermen</a></li>
<li><a href="Chapter08.html#minotaur">Minotaur</a></li>
<li><a href="Chapter08.html#morlock">Morlock</a></li>
<li><a href="Chapter08.html#mule">Mule</a></li>
<li><a href="Chapter08.html#mummy">Mummy</a></li>
<li><a href="Chapter08.html#neanderthal">Neanderthal</a></li>
<li><a href="Chapter08.html#nymph">Nymph</a></li>
<li><a href="Chapter08.html#ochre-jelly">Ochre Jelly</a></li>
<li><a href="Chapter08.html#octopus-giant">Octopus, Giant</a></li>
<li><a href="Chapter08.html#ogre">Ogre</a></li>
<li><a href="Chapter08.html#orc">Orc</a></li>
<li><a href="Chapter08.html#owl-bear">Owl Bear</a></li>
<li><a href="Chapter08.html#pegasus">Pegasus</a></li>
<li><a href="Chapter08.html#phase-tiger">Phase Tiger</a></li>
<li><a href="Chapter08.html#pterodactyl">Pterodactyl</a></li>
<li><a href="Chapter08.html#purple-worm">Purple Worm</a></li>
<li><a href="Chapter08.html#remorhaz">Remorhaz</a></li>
<li><a href="Chapter08.html#rhagodessa-giant">Rhagodessa, Giant</a></li>
<li><a href="Chapter08.html#rhinoceros">Rhinoceros</a></li>
<li><a href="Chapter08.html#roc">Roc</a></li>
<li><a href="Chapter08.html#rot-grub">Rot Grub</a></li>
<li><a href="Chapter08.html#rust-monster">Rust Monster</a></li>
<li><a href="Chapter08.html#salamander">Salamander</a></li>
<li><a href="Chapter08.html#scorpion-giant">Scorpion, Giant</a></li>
<li><a href="Chapter08.html#sea-serpent">Sea Serpent</a></li>
<li><a href="Chapter08.html#shadow">Shadow</a></li>
<li><a href="Chapter08.html#shark">Shark</a></li>
<li><a href="Chapter08.html#shrieker">Shrieker</a></li>
<li><a href="Chapter08.html#skeleton">Skeleton</a></li>
<li><a href="Chapter08.html#skittering-maw">Skittering Maw</a></li>
<li><a href="Chapter08.html#snake">Snake</a></li>
<li><a href="Chapter08.html#spectre">Spectre</a></li>
<li><a href="Chapter08.html#spider-giant">Spider, Giant</a></li>
<li><a href="Chapter08.html#squid-giant">Squid, Giant</a></li>
<li><a href="Chapter08.html#statue-animated">Statue, Animated</a></li>
<li><a href="Chapter08.html#stegosaurus">Stegosaurus</a></li>
<li><a href="Chapter08.html#stirge">Stirge</a></li>
<li><a href="Chapter08.html#swarm">Swarm</a></li>
<li><a href="Chapter08.html#throghrin">Throghrin</a></li>
<li><a href="Chapter08.html#titanothere">Titanothere</a></li>
<li><a href="Chapter08.html#toad-giant">Toad, Giant</a></li>
<li><a href="Chapter08.html#treant">Treant</a></li>
<li><a href="Chapter08.html#triceratops">Triceratops</a></li>
<li><a href="Chapter08.html#troglodyte">Troglodyte</a></li>
<li><a href="Chapter08.html#troll">Troll</a></li>
<li><a href="Chapter08.html#tyrannosaurus-rex">Tyrannosaurus Rex</a></li>
<li><a href="Chapter08.html#unicorn">Unicorn</a></li>
<li><a href="Chapter08.html#vampire">Vampire</a></li>
<li><a href="Chapter08.html#varmint-giant">Varmint, Giant</a></li>
<li><a href="Chapter08.html#whale">Whale</a></li>
<li><a href="Chapter08.html#wight">Wight</a></li>
<li><a href="Chapter08.html#wolf">Wolf</a></li>
<li><a href="Chapter08.html#wraith">Wraith</a></li>
<li><a href="Chapter08.html#wyvern">Wyvern</a></li>
<li><a href="Chapter08.html#yellow-mold">Yellow Mold</a></li>
<li><a href="Chapter08.html#zombie">Zombie</a></li>
</ul>
</li>
</ul>
<h3 id="chapter-9-treasurechapter09htmlchapter-9-treasure"><a href="Chapter09.html#chapter-9-treasure">Chapter 9 Treasure</a></h3>
<ul>
<li><a href="Chapter09.html#random-treasure-generation">Random Treasure Generation</a></li>
<li><a href="Chapter09.html#planned-treasure-generation">Planned Treasure Generation</a>
<ul>
<li><a href="Chapter09.html#gems">Gems</a></li>
<li><a href="Chapter09.html#jewelry">Jewelry</a></li>
<li><a href="Chapter09.html#special-treasures">Special Treasures</a></li>
<li><a href="Chapter09.html#scavenging-treasure">Scavenging Treasure</a></li>
</ul>
</li>
<li><a href="Chapter09.html#identifying-and-using-magic-items">Identifying and Using Magic Items</a></li>
<li><a href="Chapter09.html#magic-item-tables">Magic Item Tables</a></li>
<li><a href="Chapter09.html#magic-item-descriptions">Magic Item Descriptions</a>
<ul>
<li><a href="Chapter09.html#potions">Potions</a></li>
<li><a href="Chapter09.html#rings">Rings</a></li>
<li><a href="Chapter09.html#scrolls">Scrolls</a></li>
<li><a href="Chapter09.html#rods-staffs-and-wands">Rods, Staffs, and Wands</a></li>
<li><a href="Chapter09.html#miscellaneous-magic-items">Miscellaneous Magic Items</a></li>
<li><a href="Chapter09.html#weapons-armor-and-swords">Weapons, Armor, and Swords</a></li>
<li><a href="Chapter09.html#swords">Swords</a></li>
<li><a href="Chapter09.html#other-magic-weapons">Other Magic Weapons</a></li>
<li><a href="Chapter09.html#sentient-weapons">Sentient Weapons</a></li>
</ul>
</li>
<li><a href="Chapter09.html#buying-and-selling-magic-items">Buying and Selling Magic Items</a></li>
</ul>
<h3 id="chapter-10-secretschapter10htmlchapter-10-secrets"><a href="Chapter10.html#chapter-10-secrets">Chapter 10 Secrets</a></h3>
<ul>
<li><a href="Chapter10.html#constructing-the-campaign-setting">Constructing the Campaign Setting</a>
<ul>
<li><a href="Chapter10.html#mapping-the-setting">Mapping the Setting</a></li>
<li><a href="Chapter10.html#developing-the-realms">Developing the Realms</a></li>
<li><a href="Chapter10.html#placing-villages-towns-and-cities">Placing Villages, Towns, and Cities</a></li>
<li><a href="Chapter10.html#generating-demand-modifiers">Generating Demand Modifiers</a></li>
<li><a href="Chapter10.html#assign-npc-rulers">Assign NPC Rulers</a></li>
</ul>
</li>
<li><a href="Chapter10.html#constructing-the-region">Constructing the Region</a>
<ul>
<li><a href="Chapter10.html#dynamic-lairs">Dynamic Lairs</a></li>
<li><a href="Chapter10.html#balancing-the-challenge">Balancing the Challenge</a></li>
</ul>
</li>
<li><a href="Chapter10.html#constructing-the-starting-city">Constructing the Starting City</a>
<ul>
<li><a href="Chapter10.html#determine-criminal-guilds">Determine Criminal Guilds</a></li>
<li><a href="Chapter10.html#adventure-hooks">Adventure Hooks</a></li>
</ul>
</li>
<li><a href="Chapter10.html#constructing-the-dungeons">Constructing the Dungeons</a>
<ul>
<li><a href="Chapter10.html#selecting-dungeon-type">Selecting Dungeon Type</a></li>
<li><a href="Chapter10.html#stocking-the-dungeon">Stocking the Dungeon</a></li>
<li><a href="Chapter10.html#placing-monsters">Placing Monsters</a></li>
<li><a href="Chapter10.html#placing-traps">Placing Traps</a></li>
<li><a href="Chapter10.html#unique-encounters">Unique Encounters</a></li>
<li><a href="Chapter10.html#assigning-treasure">Assigning Treasure</a></li>
<li><a href="Chapter10.html#finishing-the-dungeon-design">Finishing the Dungeon Design</a></li>
</ul>
</li>
<li><a href="Chapter10.html#wandering-monsters">Wandering Monsters</a>
<ul>
<li><a href="Chapter10.html#wandering-monsters-in-the-dungeon">Wandering Monsters in the Dungeon</a></li>
<li><a href="Chapter10.html#creating-dungeon-wandering-monster-tables">Creating Dungeon Wandering Monster Tables</a></li>
<li><a href="Chapter10.html#wandering-monsters-in-the-wilderness">Wandering Monsters in the Wilderness</a></li>
<li><a href="Chapter10.html#npc-parties">NPC Parties</a></li>
</ul>
</li>
<li><a href="Chapter10.html#additional-rules-for-judges">Additional Rules for Judges</a>
<ul>
<li><a href="Chapter10.html#aging-and-death">Aging and Death</a></li>
<li><a href="Chapter10.html#poisons">Poisons</a></li>
<li><a href="Chapter10.html#use-of-poison">Use of Poison</a></li>
<li><a href="Chapter10.html#slavery">Slavery</a></li>
<li><a href="Chapter10.html#sinkholes-of-evil">Sinkholes of Evil</a></li>
<li><a href="Chapter10.html#transformations">Transformations</a></li>
</ul>
</li>
<li><a href="Chapter10.html#playing-with-advanced-characters">Playing with Advanced Characters</a>
<ul>
<li><a href="Chapter10.html#tiers">Tiers</a></li>
<li><a href="Chapter10.html#ability-scores-and-hit-points">Ability Scores and Hit Points</a></li>
<li><a href="Chapter10.html#starting-experience-points">Starting Experience Points</a></li>
<li><a href="Chapter10.html#class-and-level">Class and Level</a></li>
<li><a href="Chapter10.html#proficiencies-and-spells-repertoire">Proficiencies and Spells Repertoire</a></li>
<li><a href="Chapter10.html#starting-wealth">Starting Wealth</a></li>
<li><a href="Chapter10.html#domains">Domains</a></li>
<li><a href="Chapter10.html#adventurers-conquerors-and-kings">Adventurers, Conquerors, and Kings</a></li>
</ul>
</li>
<li><a href="Chapter10.html#recommended-reading-for-judges">Recommended Reading for Judges</a></li>
</ul>
<h3 id="open-game-licenseoglhtmlopen-game-license"><a href="OGL.html#open-game-license">Open Game License</a></h3>
<hr />
</div>
{% endblock %}
{% block head %}
<style>
table {
border-collapse: collapse;
}
table, td, th {
border: 1px solid black;
padding: 4px;
}
table + table {
margin-top: 4ex;
}
</style>
{% endblock %}

8
acks/templates/worldmap.html

@ -17,12 +17,12 @@
<li data-src="{{ url_for('static', filename='WorldMap.png') }}">
<img src="{{ url_for('static', filename='WorldMap.png') }}"/>
</li>
<li data-src="{{ url_for('static', filename='PalismaWorld.png') }}" data-sub-html="<p>1 hex = 96 miles</p>">
<div>1 hex = 96 miles</div>
<li data-src="{{ url_for('static', filename='PalismaWorld.png') }}" data-sub-html="<p>1 hex = 24 miles</p>">
<div>1 hex = 24 miles</div>
<img src="{{ url_for('static', filename='PalismaWorld.png') }}"/>
</li>
<li data-src="{{ url_for('static', filename='PalismaContinent.png') }}" data-sub-html="<p>1 hex = 24 miles</p>">
<div>1 hex = 24 miles</div>
<li data-src="{{ url_for('static', filename='PalismaContinent.png') }}" data-sub-html="<p>1 hex = 6 miles</p>">
<div>1 hex = 6 miles</div>
<img src="{{ url_for('static', filename='PalismaContinent.png') }}"/>
</li>
</ul>

7
acks/views.py

@ -22,9 +22,14 @@ def index():
return render_template('index.html')
@default_views.route('/handbook')
def handbook():
def handbook_index():
return render_template('handbook.html')
@default_views.route('/handbook/<string:chapter>')
def handbook_section(chapter):
section_template = 'srd/{}'.format(chapter)
return render_template(section_template)
@default_views.route('/wiki')
@basic_auth.required
def wiki():

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