TEXT: BEASTMAN CUSTOM CLASSES 
  Beastman custom classes are a type of racial custom class. They are built using the system presented in the 
  Player’s Companion, except as noted below.  
  EXPERIENCE POINT PROGRESSION AFTER 8
  TH LEVEL 
  Unlike the experience point progression for human and demi-human classes, the experience points progression 
  required to advance in beastman custom classes always continues to double, even after 8th level.  
  MYSTIC PATHS 
  Upon achieving certain XP thresholds, determined by his race, a beastman may choose to follow a mystic path, 
  seeking to unlock either arcane powers (the path of the witch doctor) or divine powers (the path of the shaman). 
  To do so, he must seek out a shaman or witch doctor of his race and become his apprentice. A beastman must 
  have an Intelligence score of at least 9 to become an apprentice witch doctor. A beastman must have a Wisdom 
  score of at least 9 to become an apprentice shaman.  
  As soon as a beastman becomes an apprentice, he stops accumulating XP in his character class, halting his level 
  advancement. At the end of 1d6 months of apprenticeship, the beastman must make a proficiency throw of 14+. 
  An apprentice witch doctor adds his Intelligence modifier to the die roll, while an apprentice shaman adds his 
  Wisdom modifier. If the proficiency throw is successful, the beastman completes his apprenticeship. If it is a 
  failure, the beastman may either abandon his apprenticeship or train for another 1d6 months.  
  When the beastman has completed his apprenticeship, he gains the class powers of a 1st level caster of his path 
  (mage or cleric). The beastman can now begin accumulating XP in his mystic path, enabling him to advance in his 
  effective class level as a caster. A beastman with an Intelligence score of 13 or higher will gain a bonus on XP 
  earned on the path of the witch doctor, while a beastmen with a Wisdom score of 13 or higher will gain a bonus on 
  XP earned on the path of the shaman. While on his mystic path, the beastman does not roll for additional hit dice, 
  gain proficiencies, or improve his attack throws and saving throws, however.  
  A beastman can abandon his mystic path at any time. A beastman completes his mystic path when he reaches the 
  maximum caster level permitted for his race. Upon abandoning or completing his mystic path, the beastman stops 
  accumulating XP in his mystic path, halting his advancement in caster level. Thereafter he resumes accumulating 
  XP in his character class. Once a beastman has abandoned or completed his mystic path, he cannot return to it. 
  A beastman who has followed one of the mystic paths and then left it (either by abandoning it or by completing it) 
  may begin to follow the other mystic path if he meets the ability score requirements and can find a master who 
  will take him. This can be hard, as beastman shamans and witch doctors look askance at such practices, seeing 
  them as a violation of tradition and an unwarranted sharing of secrets.  
   
  Shaman 
  Experience 
  Caster 
  Level 
  Spell Progression 
  1 
  2 
  3 
  4 
  5 
  0 
  1 
  - 
  - 
  - 
  - 
  - 
  500 
  2 
  1 
  - 
  - 
  - 
  - 
  1000 
  3 
  2 
  - 
  - 
  - 
  - 
  2,000 
  4 
  2 
  1 
  - 
  - 
  - 
  4,000 
  5 
  2 
  2 
  - 
  - 
  - 
  8,000 
  6 
  2 
  2 
  1 
  1 
  - 
  15,000 
  7 
  2 
  2 
  2 
  1 
  1 
  30,000 
  8 
  3 
  3 
  2 
  2 
  1 
  60,000 
  9 
  3 
  3 
  3 
  2 
  2 
  120,000 
  10 
  4 
  4 
  3 
  3 
  2 
  240,000 
  11 
  4 
  4 
  4 
  3 
  3 
   
  Witch Doctor 
  Experience 
  Caster 
  Level 
  Spell Progression 
  1 
  2 
  3 
  4 
  5 
  6 
  0 
  1 
  1 
  - 
  - 
  - 
  - 
  - 
  2,000 
  2 
  2 
  - 
  - 
  - 
  - 
  - 
  4,000 
  3 
  2 
  1 
  - 
  - 
  - 
  - 
  8,000 
  4 
  2 
  2 
  - 
  - 
  - 
  - 
  16,000 
  5 
  2 
  2 
  1 
  - 
  - 
  - 
  32,000 
  6 
  2 
  2 
  2 
  - 
  - 
  - 
  65,000 
  7 
  3 
  2 
  2 
  1 
  - 
  - 
  130,000 
  8 
  3 
  3 
  2 
  2 
  - 
  - 
  260,000 
  9 
  3 
  3 
  3 
  2 
  1 
  - 
  520,000 
  10 
  3 
  3 
  3 
  3 
  2 
  - 
  1,040,000 
  11 
  4 
  3 
  3 
  3 
  2 
  1 
  
  KOBOLD CUSTOM CLASSES 
   Kobolds are short, cowardly, and sadistic beastmen bred from lizard men and dogs by the ancient Zaharans. 
  Standing 2’ to 2 ½’ tall, kobold have scaly lizard-like skin ranging from dark rusty brown to a rusty black color, but 
  an overall conformation that is vaguely dog-like. All have glowing red eyes with reptilian pupils.  
  REQUIREMENTS  
  All kobold classes require a minimum Dexterity 9 or better. 
  CLASS CATEGORY VALUES 
  Fighting: Kobolds with broad or narrow weapon selections are limited to choosing from the following weapons: 
  bola, club, dagger, darts, hand axe, javelin, sling, short sword. Due to their short stature, kobolds may never wield 
  great axes, lances, polearms, staffs, or two-handed swords, and must use two hands when wielding battle axes, 
  maces, and swords.    
  Divine: For each point allocated to the Divine Category value, the kobold increases his maximum permitted caster 
  level by one when following the path of the shaman. This replaces the normal benefit gained from the Divine 
  Category.   
  Arcane: For each point allocated to the Arcane Category value, the kobold increases his maximum permitted caster 
  level by one when following the path of the witch doctor. This replaces the normal benefit gained from the Arcane 
  Category. 
  KOBOLD VALUE 
  When building a kobold custom class, assign between 0 and 4 build points to the class’s Kobold Value. At Kobold 0, 
  all kobolds gain the following kobold custom powers: 
   
  Bestial Tongues: All kobolds speak their native tongue and two bonus 
  languages, selected from the following list based on their tribe’s proximity to 
  other beastmen and monsters: Bugbear, Draconic, Gnoll, Goblin, Hobgoblin, 
  Orc, Ogre, Troll. 
   
  Easily Encumbered: Kobolds can only carry 3 stone without becoming 
  encumbered. When carrying 40 stone their encounter movement rate is 
  reduced to 90’. When carrying 5-6 stone, their encounter movement rate is 
  reduced to 60’. When carrying 7 stone or more, their encounter movement rate is reduced to 30’. A kobold 
  can carry a maximum of 12 stone, modified by its Strength bonus or penalty.  
   
  Small But Fierce: Due to their small size, kobolds have a -1 penalty to attack throws, saving throws, and 
  damage rolls, and a -4 penalty to proficiency throws to open doors. When rolling hit points at 1st level, kobold 
  rolls just one half their Hit Die value. However, kobolds get larger as they advance in experience, growing 
  approximately ¼ inch of height and 1.5lbs. of muscle per level. When a kobold has accumulated sufficient XP 
  to be half-way to 2nd level, he may roll again for Hit Points using his full Hit Die value -1, and keep that result if 
  higher than his current total. When a kobold reaches 2nd level, he may roll again for Hit Points using his full Hit 
  Die value, and keep that result if higher than his current total. He no longer suffers a -1 penalty to damage or a 
  -4 penalty to proficiency throws to open doors. When a kobold reaches 3rd level, he may roll again for Hit 
  Points using his full Hit Die value +1, and keep that result if higher than his current total. When a kobold 
  reaches 4th level, he may roll for Hit Points using two full Hit Dice and keep that result if higher than his current 
  total. He gains a +1 bonus to damage and grants a +2 morale bonus to kobold henchmen, retainers, and 
  followers. Starting at 5th level, the kobold gains one full Hit Die per level until 9th level. At 8th level, the kobold’s 
  damage bonus is increased to +2, and at 12th level it is increased to +3. 
   
  Path of the Shaman: When a kobold has accumulated sufficient XP to advance to 2nd level, he may begin to 
  follow the path of the shaman, to a maximum permitted caster level of 6 + his Divine value.  
   
  Path of the Witch Doctor: When a kobold has accumulates sufficient XP to advance half-way to 2nd level, he 
  may begin to follow the path of the witch doctor, to a maximum permitted caster level of 4 + his Arcane value.  
   
  Subterranean: Kobolds gains infravision to a range of 90’.   
   
  Unempathic: Kobolds suffer a -2 penalty to the reactions, loyalty, and morale of humans and demi-humans.  
  Value 
  Kobold 
  XP Cost 
  4 
  Kobold 4 
  500 
  3 
  Kobold 3 
  250 
  2 
  Kobold 2 
  0 
  1 
  Kobold 1 
  -250 
  0 
  Kobold 0 
  -500 
  
  Additional points allocated to the Kobold Value stack with points allocated to the Fighting Value for purposes of 
  calculating the rate of improvement for attack throws, to a maximum of 4.  
  EXAMPLE: The standard kobold warrior is built with Hit Dice 2, Fighting Value 1, Kobold Value 2. The kobold 
  warrior’s attack throws increase as if his Fighting Value were (Fighting Value 1 + Kobold Value 2 =) 3.  
  KOBOLD WARRIOR  
  This class is built with the following class category allocations: Hit Dice 2, Fighting Value 1b, Kobold Value 2. It 
  represents a typical kobold, with characteristics like those presented in the kobold monster listing in ACKS.  
  Prime Requisite: STR 
  Requirements: 
  DEX 9 
  Hit Dice:  
  1d8 
  Maximum Level: 12 
  Bred from dogs and lizardmen by the twisted 
  sorceries of the Zaharans, Kobolds are the 
  smallest of the beastmen races. As such, kobold 
  warriors prefer to engage their enemies in 
  ranged skirmishes or, even better, in well-
  prepared ambush.  
  At first level, kobold warriors hit an unarmored 
  foe (AC 0) with an attack throw of 11+. Kobold 
  warriors thereafter advance in attack throws by 
  one point every level of experience (i.e. as 
  monsters). They save as fighters, but suffer a -1 
  penalty to all saving throws. Kobold warriors are trained to fight with bola, club, dagger, darts, hand axe, javelin, 
  sling, short sword. They suffer a -1 penalty to damage rolls and a -4 penalty to proficiency throws to open doors 
  due to their small s. They may wear leather or lighter armor, and may wield a weapon and shield or fight with two 
  weapons.  
  Kobolds get larger as they advance in experience, growing approximately ¼ inch of height and 1.5 lbs of muscle per 
  level. When a kobold reaches 2nd level, he no longer suffers a -1 penalty to damage. When a kobold reaches 4th 
  level, he gains a +1 bonus to damage and grants a +2 morale bonus to kobold henchmen, retainers, and followers. 
  At 8th level, the kobold’s damage bonus is increased to +2, and at 12th level it is increased to +3. 
  When a kobold warrior has accumulated sufficient XP to be half-way to 2nd level, he may begin to follow the path 
  of the witch doctor. To do so, he must seek out a kobold witch doctor and become his apprentice. A kobold 
  warrior must have an Intelligence score of at least 9 to become an apprentice witch doctor.  As soon as the 
  character becomes an apprentice, he stops accumulating XP as a kobold warrior, halting his level advancement. At 
  the end of 1d6 months of apprenticeship, the kobold makes a proficiency throw of 14+, adding his Intelligence 
  modifier to the die roll. If the proficiency throw is successful, the kobold completes his apprenticeship. If it is a 
  failure, the kobold may either abandon his apprenticeship or train for another 1d6 months. When the kobold 
  completes his apprenticeship, he gains the spellcasting and magical research abilities of a 1st level mage. The 
  kobold can now begin accumulating XP in the path of the witch doctor, enabling him to advance in his effective 
  class level as a mage. A kobold with an Intelligence score of 13 or higher will gain a bonus on all XP earned on the 
  path of the witch doctor. While on the path of the witchdoctor, the kobold does not roll for additional hit dice, gain 
  proficiencies, or improve his attack throws and saving throws, however. The kobold completes the path when he 
  reaches an effective caster level of 4, but may abandon it at any time before then. Upon abandoning or completing 
  the path, the kobold stops accumulating XP in the path of the witch doctor and resumes accumulating XP as a 
  kobold warrior. Once a kobold warrior has abandoned or completed the path of the witch doctor, he cannot return 
  to it. 
  Kobold Warrior Level Progression 
  Experience 
  Title 
  Level 
  Hit Dice 
  Damage 
  0 
  Hunter 
  1 
  1d4 
  -1 
  1,500 
  Raider 
  2 
  1d8-1 
  -1 
  3,000 
  Marauder 
  3 
  1d8 
  0 
  6,000 
  Plunderer 
  4 
  2d8 
  +1 
  12,000 
  Reaver 
  5 
  3d8 
  +1 
  24,000 
  Bloodletter 
  6 
  4d8 
  +1 
  50,000 
  Menace 
  7 
  5d8 
  +1 
  100,000 
  Scourge 
  8 
  6d8 
  +2 
  200,000 
  Great Chief 
  9 
  7d8 
  +2 
  400,000 
  Great Chief, 10th lvl 
  10 
  7d8+2* 
  +2 
  800,000 
  Great Chief, 11th lvl 
  11 
  7d8+4* 
  +2 
  1,600,000 
  Great Chief, 12th lvl 
  12 
  7d8+6* 
  +3 
  *Hit point modifiers from constitution are ignored 
  
  When a kobold warrior has accumulated sufficient XP to advance to 2nd level, he may begin to follow the path of 
  the shaman. To do so, he must seek out a kobold shaman and become his apprentice. A kobold warrior must have 
  a Wisdom score of at least 9 to become an apprentice shaman. As soon as the character becomes an apprentice, 
  he stops accumulating XP as a kobold warrior, halting his level advancement. At the end of 1d6 months of 
  apprenticeship, the kobold makes a proficiency throw of 14+, adding his Wisdom modifier to the die roll. If the 
  proficiency throw is successful, the kobold completes his apprenticeship. If it is a failure, the kobold may either 
  abandon his apprenticeship or train for another 1d6 months. When the kobold completes his apprenticeship, he 
  gains the spellcasting, magical research, and turning abilities of a 1st level cleric. The kobold can now begin 
  accumulating XP in the path of the shaman, enabling him to advance in his effective class level as a cleric. A kobold 
  with a Wisdom score of 13 or higher will gain a bonus on all XP earned on the path of the shaman. While on the 
  path of the shaman, the kobold does not roll for additional hit dice, gain proficiencies, or improve his attack throws 
  and saving throws, however. The kobold completes the path when he reaches an effective caster level of 6, but 
  may abandon it at any time before then. Upon abandoning or completing the path, the kobold stops accumulating 
  XP in the path of the shaman and resumes accumulating XP as a kobold warrior. Once a kobold warrior has 
  abandoned or completed the path of the shaman, he cannot return to it. 
  Kobolds are subterranean, and have infravision to a range of 90’.  Kobolds are innately cruel, with little empathy 
  for others, a trait that gives them a -2 penalty to the reactions, loyalty, and morale of humans and demi-humans.  
  All kobolds speak their native tongue and two bonus languages, selected from the following list based on their 
  tribe’s proximity to other beastmen and monsters: Bugbear, Draconic, Gnoll, Goblin, Hobgoblin, Orc, Ogre, Troll. 
  Kobold Warrior Proficiency List: Acrobatics, Alertness, Ambushing, Armor Training, Beast Friendship, Blind 
  Fighting, Caving, Climbing, Combat Reflexes, Combat Trickery (force back, knock down, overrun), Command, 
  Dungeon Bashing, Eavesdropping, Fighting Style, Land Surveying, Martial Training, Mountaineering, Passing 
  Without Trace, Precise Shooting, Running, Skirmishing, Sniping, Survival, Swashbuckling, Weapon Finesse, Weapon 
  Focus  
  Skirmisher Template: The kobold 
  who runs away lives to fight another 
  day! The template is ready for 
  adventure. 
  However, 
  if 
  your 
  kobolds’s INT is 13 or greater, you 
  may pick one or more additional 
  general proficiencies before play if you’d like (see Starting Proficiencies in Chapter 4 of ACKS).  
   
  Kobold Warrior Attack and Saving Throws 
   
  Level 
  Petrification & 
  Paralysis 
  Poison & 
  Death 
  Blast & 
  Breath 
  Staffs & 
  Wands 
   
  Spells 
  Attack 
  Throw 
  1 
  16+ 
  15+ 
  17+ 
  17+ 
  18+ 
  11+ 
  2 
  15+ 
  14+ 
  16+ 
  16+ 
  17+ 
  10+ 
  3 
  15+ 
  14+ 
  16+ 
  16+ 
  17+ 
  9+ 
  4 
  14+ 
  13+ 
  15+ 
  15+ 
  16+ 
  8+ 
  5 
  13+ 
  12+ 
  14+ 
  14+ 
  15+ 
  7+ 
  6 
  13+ 
  12+ 
  14+ 
  14+ 
  15+ 
  6+ 
  7 
  12+ 
  11+ 
  13+ 
  13+ 
  14+ 
  5+ 
  8 
  11+ 
  10+ 
  12+ 
  12+ 
  13+ 
  4+ 
  9 
  11+ 
  10+ 
  12+ 
  12+ 
  13+ 
  4+ 
  10 
  10+ 
  9+ 
  11+ 
  11+ 
  12+ 
  3+ 
  11 
  9+ 
  8+ 
  10+ 
  10+ 
  11+ 
  3+ 
  12 
  9+ 
  8+ 
  10+ 
  10+ 
  11+ 
  2+ 
   
  Template: 
  Skirmisher 
  Proficiencies: 
  Skirmishing, Caving 
  Starting Equipment: 
  Javelin, short sword, shield, leather armor, 
  leather belt, low boots, small sack, wineskin with 
  fermented milk, 1 week’s iron rations 
  
SOURCE: textdata/thevault/Adventurer Conqueror King/ACKS Patreon Content/Beastman Custom Classes Kobolds (ACKS).pdf