In ACKS II, classes are built using a point-allocation system distributed across four categories: Fighting, Thieving, Divine, and Arcane. Demi-human races require purchasing a "Race slot" that modifies these allocations and establishes baseline racial traits. This blog post entry picks right up from Integrating Adventurer Conqueror King System II (ACKS II) with the legendary, chaotic, and maximum-gonzo DNA of Dave Hargrave's Arduin Grimoires

Deodanth concept art by Greg Espinosa for the Arduin Monster Cards,1977
Let’s build the Deodanth—Arduin's iconic, unsettling, reality-warping, predatory time-cats. In Arduin lore, they are slender, charcoal-skinned humanoid felines with silver hair, feline eyes, and a cruel, melancholic disposition. They exist slightly out of sync with time, making them lethal, agile combatants and superb ambushers.
Here is how to construct the Deodanth True-Stalker using the explicit mathematics and structural logic of the ACKS II Class Construction system.
The Deodanth Custom Race Template
To establish the Deodanth as a viable race in ACKS II, we must first build their racial modifier package. This package costs 1 Value Slot out of the character's baseline configuration.
Racial Traits & Modifiers
Attribute Adjustments: +1 Dexterity, -1 Charisma (their cold, sadistic nature makes them deeply unsettling to normal mortals).
Keen Senses: Deodanths possess sharp feline senses. They gain a +1 bonus to avoid surprise and can see in pitch darkness (Infravision 60').
Predatory Agility: They gain a +1 bonus to Initiative rolls and a +1 bonus to Evasion.
Time-Slip (Racial Ability): Once per day, a Deodanth can step slightly out of the time stream. Mechanically, this grants them a +2 bonus to Armor Class for 1 round, or allows them to re-roll a single missed melee attack roll.
Vulnerability to Silver: Deodanths are creatures of shifting reality. Weapons forged of pure silver deal an additional +2 damage to them.
The Class Profile: Deodanth True-Stalker
The True-Stalker blends lethal, light-armor combat prowess with reality-bending ambush techniques. They are the ultimate scouts, assassins, and vanguard skirmishers.
Category Allocations (4 Value Slots Total)
Race: 1 Slot (Deodanth Race Template)
Fighting: 2 Slots (Fighter-style progression, excellent combat scaling)
Thieving: 1 Slot (Basic stealth, climbing, and assassination capabilities)
Magic (Arcane/Divine): 0 Slots
Class Progression Basics
Hit Dice: d6 per level (derived from Fighting 2 mixed with Thieving/Race constraints).
Armor Allowance: Narrow. Limited to leather, padded, or studded leather armor to maintain their supernatural agility. They may use bucklers but not medium or heavy shields.
Weapon Allowance: Broad. Any one-handed melee weapon (favoring curved blades and claws) and shortbows.
Fighting Value: Expands at the Fighter rate (+1 to hit per level).
Level 1 Class Features & Stats
1. Thieving Skills (Thieving 1 Allocation)
Because of their predatory feline nature, all True-Stalkers possess baseline thief capabilities. They perform the following skills as a Thief of equal level:
Move Silently
Hide in Shadows
Climb Walls
2. Combat Maneuvers & Agility
Backstab: When attacking a target from surprise or complete concealment, the True-Stalker gains a +4 bonus to hit and deals x2 damage.
Skirmishing: If wearing leather armor or lighter, the True-Stalker may move at full combat speed while maintaining an active defense, granting them a permanent +1 bonus to Armor Class.
3. Saving Throws
The True-Stalker utilizes the Thief saving throw matrix, reflecting their reliance on quick reflexes and supernatural luck over brute physical endurance.
True-Stalker Level Progression Table
| Level | Experience Points | Hit Dice | Title |
| 1 | 0 | 1d6 | Prowler |
| 2 | 2,400 | 2d6 | Shadow-Stalker |
| 3 | 4,800 | 3d6 | Night-Blade |
| 4 | 9,600 | 4d6 | Blood-Seeker |
| 5 | 20,000 | 5d6 | Reality-Cutter |
| 6 | 40,000 | 6d6 | Time-Slayer |
| 7 | 80,000 | 7d6 | Deodanth True-Stalker |
XP Progression Note: The baseline cost for a Fighting 2 / Thieving 1 human is 2,000 XP for Level 2. Adding the custom Deodanth racial modifier slot applies a 1.2x multiplier to the XP requirements, resulting in the 2,400 XP baseline shown above.
Campaign Integration: Domain Play (Levels 9+)
When a Deodanth True-Stalker reaches Level 9, they do not build traditional feudal castles. Instead, they establish a Stalker-Nexus—a hidden, shadowed enclave typically located in deep twilight forests, ancient ruins, or planar intersections.
They attract a dynamic force of $2d6 \times 10$ lower-level Deodanths and chaotic human outcasts seeking to learn the secrets of time-slip combat.
Their domain income is generated primarily through specialized hunting fees, high-end assassination contracts, and the harvesting of rare planar substances rather than standard peasant agriculture.
To translate Dave Hargrave’s iconic Phraint—the lethal, hyper-logical, metallic-blue insectoid warriors of Arduin—into ACKS II, we need to mathematically capture two distinct physical traits: their naturally armored chitin and their legendary, explosive leaping ability.
In ACKS II, we build this by dedicating a high allocation to the Custom Race template, combining it with elite physical martial scaling.
The Phraint Custom Race Template
Because a Phraint’s biological advantages (natural plate-like armor and massive leaping legs) are so profound, the Phraint Race Template requires a Value Allocation of 2 Slots.
Racial Traits & Modifiers
Attribute Adjustments: +2 Strength, -2 Charisma (their alien, hive-like, hyper-logical mindset is profoundly unsettling to mammalian races).
Chitinous Exoskeleton (Natural Defense): A Phraint’s metallic-blue carapace provides an innate Base AC of 4 (equivalent to Leather Armor + Shield, or Scale Armor) even when completely unarmored. They cannot wear standard mammalian armor; however, specialized smiths can bolt custom-fitted plate reinforces directly onto their carapace at triple the standard cost, increasing their base AC to a maximum of 7.
Cold-Blooded Vulnerability: Phraints suffer a -2 penalty to saving throws against cold-based attacks or environmental freezing, and take an additional +1 point of damage per die from cold sources.
Leaping Strike (Racial Feature): A Phraint's hind legs are built like massive hydraulic springs.
Out of Combat: They can leap up to 30 feet horizontally or 15 feet vertically from a standing start.
In Combat: A Phraint can execute a Leaping Charge across a distance of up to 30 feet, bypassing frontline defenders if there is overhead clearance. If this charge hits, it deals double damage with any piercing weapon (such as their signature silver spears). This maneuver can be performed once every 3 rounds.
The Class Profile: Phraint Vanguard
The Phraint Vanguard is a cold, calculating shock trooper. They do not use magic, nor do they care for the subtle arts of thievery. They exist entirely to execute perfect tactical combat vectors.
Category Allocations (4 Value Slots Total)
Race: 2 Slots (Phraint Custom Template)
Fighting: 2 Slots (Elite fighter progression, maximum combat scaling)
Thieving: 0 Slots
Magic: 0 Slots
Class Progression Basics
Hit Dice: d8 per level (derived from Fighting 2 allocation).
Armor Allowance: None (rely entirely on their Chitinous Exoskeleton and shields). They may use any shield, often favoring large, light wicker or chitin bucklers.
Weapon Allowance: Unrestricted, but they have a cultural preference for spears, javelins, and two-handed greatswords.
Fighting Value: Expands at the maximum Fighter rate (+1 to hit per level).
Level 1 Class Features & Stats
1. Martial Supremacy
Combat Reflexes: Phraints gain a +1 bonus to Initiative rolls due to their multi-faceted compound eyes and decentralized nervous system.
Weapon Specialization (Spears): When wielding a spear or polearm, the Phraint gains a +1 bonus to damage rolls and a +1 bonus to Cleave rolls.
Cleave Progress: Like standard ACKS II Fighters, when a Phraint reduces an enemy to 0 HP, they may make an immediate extra attack against an adjacent foe (up to a maximum of 1 Cleave attack per level per round).
2. Saving Throws
Phraints utilize the Fighter saving throw matrix, reflecting their immense physical resilience against poison, paralysis, and physical trauma.
Phraint Vanguard Level Progression Table
| Level | Experience Points | Hit Dice | Title |
| 1 | 0 | 1d8 | Drone-Warrior |
| 2 | 3,000 | 2d8 | Sentry |
| 3 | 6,000 | 3d8 | Leaper-Blade |
| 4 | 12,000 | 4d8 | Hive-Guard |
| 5 | 24,000 | 5d8 | Myrmidon |
| 6 | 50,000 | 6d8 | Chitin-Lord |
| 7 | 100,000 | 7d8 | Phraint Vanguard |
XP Progression Note: A standard Fighting 2 human requires 2,000 XP to reach Level 2. Because the Phraint race requires a 2-Slot allocation for its high-powered exoskeleton and jumping mechanics, it applies a heavy 1.5x multiplier to the XP curve, resulting in a baseline of 3,000 XP for Level 2.
Campaign Integration: The Hive-Castellum (Levels 9+)
Upon reaching Level 9, a Phraint Vanguard can establish a Hive-Castellum rather than a traditional human barony.
Demographics: Instead of attracting random human mercenaries, the Vanguard draws a dedicated cohort of $1d4 \times 10$ lower-level Phraint warriors and $3d6 \times 10$ asexual Phraint worker-drones from their ancestral hives.
Architecture: Hive-Castellums are vertically oriented, subterranean or cliff-side networks. They feature no stairs—only massive vertical shafts designed to be navigated entirely by the Phraints' natural 15-foot vertical leaping ability, making them completely un-navigable to mammalian siege forces.
Domain Economy: Phraint domains are managed with cold, communistic efficiency. They ignore standard human morale laws; a Phraint peasant workforce never undergoes unrest or rebellion, but their economic output is rigidly capped by the hive's strict, non-expansionist logistical protocols.