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
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.