This is a work in progress post about a powerful wandering Wizard that I want to include in my campaigns' worlds.
Name: ??? (has many)
HD: 18 (Magic-User Level 18?)
Hit Points: 18d4 or 18d8 like a monster?
AC: 3 (with Ring of Protection other magical stuff)
Alignment: Neutral or Lawful?
Possessions:
- Staff of Wizardry (?? charges remaining)
- Ring of Protection From Normal Missiles
- Ring of Protection +4
- Amulet of Mind Blank
- Wand of Enemy Detection (may be part of backstory and growth to power)
Spells:
- All level 1 spells
- All level 2 spells
- All level 3 spells
- Mass Morph, ...
- ...
- Disintegrate, ...
- Charm Plants, Conjuration of Demons, Delayed Blast Fireball, Power Word Stun
- Borrowed Time (Eldritch Weirdness), Mind Blank, Monster summoning VI, Permanency
- Gate, Maze
Let's fire up the blog with something both useful and related to the blog's title. So here is my latest take on the Barbarian class for the Swords & Wizardry role-playing game. Update (2011-06-02): Fits-in more in S&W Core Rules.
Barbarian
Minimum Scores (if used): Strength 12, Dexterity 12, Constitution 12
Prime Attribute: Strength, Dexterity and Constitution all at 13+ (+5% experience bonus).
Hit Dice: d10
Armor/Shield Permitted: No armor, shield allowed.
Weapons Permitted: All.
Race: Only humans may be Barbarians.
About Barbarians:
Alignment: All Barbarians must be either Neutral or Chaotic in alignment.
Saving Throw Penalty: Barbarians fear magic and sorcerous dealings for good reasons. They receive a penalty of -4 on all saving throw rolls against spells, including spells from magic wands and staffs.
Strength Bonus: Barbarians have access to the higher strength bonuses like Fighters do.
Magic Items: The only magic items they can use are weapons and shields, not even potions as they refuse to ingest the thing.
Followers: Barbarians may not hire or accept followers of any kind, not even lantern-bearers or servants.
Barbarian Class Abilities:
Follow Through: When a Barbarian kills an enemy in melee combat, he can make another attack at another enemy in melee range. If that enemy dies, the pattern continues.
Alertness: A Barbarian is unlikely to be surprised, with only a 1 in 6 chance.
Outdoor Tracking: Barbarians are good at tracking their preys or foes deep in the wilderness. The details of how the ability works are left to the Referee.
Healing: On any day, a Barbarian regain 1 hit point whether or not he took a day of rest. Note that the Barbarian still needs to sleep.
Improving Armor Class: Due to his speed, agility and survival instincts, a Barbarian's armor class improves by itself when he reaches a new level.
Travel Speed: A Barbarian's Movement Rate improves by itself when he reaches a new level. Also outdoor, a Barbarian can endure a forced march rhythm without the need for a forced march check.
Level | XP Required | Hit Dice | Armor Class | Saving Throw | Movement Rate |
1 | 0 | 1 | 9[10] | 13 | 12 |
2 | 2,000 | 2 | 8[11] | 12 | 13 |
3 | 4,000 | 3 | 7[12] | 11 | 14 |
4 | 8,000 | 4 | 6[13] | 10 | 15 |
5 | 16,000 | 5 | 5[14] | 9 | 16 |
6 | 32,000 | 6 | 4[15] | 8 | 17 |
7 | 64,000 | 7 | 3[16] | 7 | 18 |
8 | 128,000 | 8 | 2[17] | 6 | 19 |
9 | 256,000 | 9 | 1[18] | 5 | 20 |
10 | 350,000 | 9+3 hp | 0[19] | 5 | 21 |
11+ | +100,000 per level | +3 hp/level | 0[19] | 5 | +1 per level |