I’m running an ACKS campaign set in Hyperborea (from North Wind Adventures’ AS&SH). I’ve created a number of custom classes for the game, and have posted two that I thought might interest folks here:
Pyromancer and Cryomancer: https://mutantsmagic.wordpress.com/2015/08/28/pyromancer-and-cryomancer/
The classes are basically variant Warlocks (from the ACKS Player’s Companion) with all the special abilities swapped out for elemental-themed options. They sacrifice some spellcasting ability in return for quicker advancement and special powers.
Note that I’m using a number of house rules…
- Custom Arcane Progressions (https://mutantsmagic.wordpress.com/2015/05/11/arcane-spell-progressions/).
- Primary elements are fire and ice (https://mutantsmagic.wordpress.com/2015/08/29/elementalism-in-hyperborea/).
- I’ve allowed specialist mages to conduct magical research in their field as casters two levels higher.
- I’ve permitted a special weapon for each class (scimitar for Pyromancer, ice axe for Cryomancer).
I’ve got a Pyromancer in my current campaign; I’m interested to see how the class performs compared to a standard Mage.