Nomad

Str 16 +1 dam, 1-9 doors, 10% bars
Int 15 4 languages, 65% learn spells, 11 spells/lvl
Wis 16 +2 save bonus
Dex 17 -6 AC adj. (Barbarian), +2 missles
Con 16 (17) +4 HP (Barbarian), 95% shock, 96% ress
Cha 15 7 henchfolk, +3 loyalty, +3 reaction

Half-Elf Barbarian
(with Samurai, Druid, MU abilities) Level 9
Deity: Uller (Norse) Height: 5' 5"
Alignment: Neutral, but with Code of Honor Weight: 145 lbs
AC: -2 (bracers & barbarian dex bonus) Move: 13"
Hit Points: 125 XP: 750,000

Attack Chart
5 4 3 2 1 0 -1 -2 -3 -4 -5 Damage
Lvl 9 Ftr 7 8 9 10 11 12 13 14 15 16 17 -
Strength 7 8 9 10 11 12 13 14 15 16 17 +1
Wakisashi +2 5 6 7 8 9 10 11 12 13 14 15 2-8/1-12 +3
Lng Bow +2 3 4 5 6 7 8 9 10 11 12 13 1-6 or 1-8 +2
Lvl 8 Thf 12 13 14 15 16 17 18 19 20 20 20 -
Open Hand 12 13 14 15 16 17 18 19 20 20 20 Special
Weapons of Proficiency (Barbarian); katana, wakisashi, long bow, flail, trident, quarterstaff. 1 attack/round. 1/2, 6 total, -1 non-proficiency penalty.

Saving Throws
(As a level 9 barbarian)
Poison 8 +2 vs fire/lightning (druid)
Petrify 9 +3 vs poison and petrify (part barbarian)
Rods 10 +2 wisdom
Breath 9 +3 dexterity
Magic 11 Immune to woodland creature charm magic

Spells
1 2 3
Magic User - level 6 4 2 2
Druid - level 4 4 2 2
Wisdom Bonus 2 2 -
Total Druid 6 6 2

Special Abilities

Barbarian Abilities
(At 9th level, skills functioning at 4th level Barbarian. Further level advancement occurs at even Barbarian levels. Note: This is the basic character advancement class.)

Samurai Abilities
(Abilities locked at 8th level, no further progression allowed.)

Thief Abilities
(Abilities locked at 8th level, no further progression allowed?)

Pockets Locks Traps Move Hide Hear Climb
00 40 25 50 40 15 86

Spell Caster Abilities

Half-Elf Abilities

Miscellaneous Abilities

 

Restrictions & Disadvantages

 

Skills and Abilities that Nomad does not possess

 

Religion

Nomad respects Uller (Norse), and looks to his Clerics/Druids for advice, but prefers taking responsibility for his own life to placing his decisions in the hands of even a god.

 

Code of Honor

 

Magic Items

 

Mundane Possessions

 

A List of Druid Spells

 

Nomad's Spell Book
1st 2nd 3rd
1 Read Magic Audible Glamor Lightning Bolt
2 Burning Hands Knock Hold Person
3 Afct Norm Fires Stinking Cloud Spectral Force
4 Mending ESP Dispel Magic
5 Identify Web Fly
6 Magic Missile Strength Pro Evil 10'
7 Spider Climb Wizard Lock
8 Mount Detect Invisibility
9 Alarm Mirror Image
10 Feather Fall Invisibility

Nomad's Can't Book
1st 2nd 3rd
Comp Lang Mirror Image Fireball
Pro Evil Pro Norm Missiles
Slow
Water Breathing

 

Motuc the Cat (familiar)

[Lives Used: 1] AC 5, HD 1 (9 hit points), Move 18" (for short periods of time), Intelligence = Semi, Attacks (claws x 2, rear claws, bite (all do 1-2)). Wears collar with magical diamond of Water Walking. Familiar is not bound to Nomad by Find Familiar spell, so there is no gain or loss of hit points. The cat's last where-abouts was the Top. THAC0: 19.

 

Character Problems

Loss of Katana: Though vengeance & honor satisfied in the destruction of a Layer of the Abyss, still leaves Nomad without a sacred weapon.


25 June 97

copyright © 2001 by Michael Moran Alterio, Michael Babriecki, Harry Ching, Stephen Martin, and Donald R. Parrish III (all rights reserved)