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 Level 9
(with Samurai, Druid, Mage skills)
Alignment: Neutral,
but with Code of Honor
Deity: Uller (Norse)
Height: 5' 5"
Weight: 145 lbs
Move: 13"
XP: 852,243
AC: -2 (bracers & dex bonus)
Hit Points: 125
Old Nomad (day 230) |
Full-size portrait here |
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 |
Katana |
7 |
8 |
9 |
10 |
11 |
12 |
13 |
14 |
15 |
16 |
17 |
1-10/1-20 +1 |
Wakisashi +2 |
5 |
6 |
7 |
8 |
9 |
10 |
11 |
12 |
13 |
14 |
15 |
2-8/1-12 +3 |
Wakisashi +2 (off) |
7 |
8 |
9 |
10 |
11 |
12 |
13 |
14 |
15 |
16 |
17 |
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.)
- Surprise 50% (67% if familiar with area); surprised 10% (05%).
- Detect Illusion 20%, with 1 round of concentration.
- Detect Magic 40%, with 1 round of concentration.
- Negate back attack, 20% chance to detect back attack and gain an extra attack to use on the attacker.
- Running: May move at 26" rate for 3 days at a time, must rest (at normal movement rate) for 3 days afterward.
- Charisma = 18 (max) vs. Barbarians.
- Wilderness survival skills (two terrain types); temperate mountain and temperate forest.
- First Aid Skill. Can cure 1-4 points done to a character on a day during which a wound occurs: from then on, cure 1 additional point a day (so the character may get 2, one from curing and one from resting). Skill may only be used once per character per day, and requires herbs (see possessions).
- Tracking: base 40% chance. Consult UA pg 21.
- Leaping and Springing: standard barbarian. Consult UA pg 19.
Samurai Abilities
(Abilities locked at 8th level, no further progression allowed.)
- Open Hand Special Manuevers (base = one attack per round).
- Attack with 8th level Monk (Thief) combat chart, no strength bonuses added for to-hits or damage when attacking without a weapon.
- Chop; hand, 2-8 points of damage.
- Double chop; every other round may make an extra chop attack.
- Sidekick; foot, 2-12 points of damage, every other round.
- Flying kick; running kick (need 20 feet) for 3-18 points of damage. If attack fails, land 3-18 feet beyond and loses an attack while regaining feet. May not use double chop during the round spent regaining feet.
- Stun, for 1-4 rounds if hit with 5 or more on open hand attack. Stun = opponent may not attack and further attacks on the victim are at +4. Stun only applies to humanoid living things, not to golems or dopplegangers. As 8th level Monk the max height & weight of opponent = 7' 8", 650 lbs.
- Fall 12.5 feet without taking damage.
- Dodge non-edged missiles, save vs. petrification (only dex bonuses apply).
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
- Magic User - currently level 6
- Spell use as if a magic-user: further level advancement occurs at even Barbarian levels.
- Can use any MU scroll with 25% chance of error.
- Druid - currently level 4
- Spell use as if a druid: further level advancement occurs at odd Barbarian levels.
- Can read and use Druid scrolls.
Half-Elf Abilities
- 30% resistant to sleep/charm.
- Infravision 60'.
- Detect secret doors.
- Half-Elf Abilities
- 30% resistant to sleep/charm.
- Infravision 60'.
- Detects concealed doors 1 in 6 in passing, 3 in 6 if searching.
- Detects secret doors 2 in 6 if searching.
Miscellaneous Abilities
- Shout
- Delays opponents 2-8 segments in segment used.
- Roll 1-3 initiative, (note that other activity may be done in the same round, just roll the initiative of the other action and add it to the Shout's initiative).
- Shout affects creatures with less than 5 HD in a 30' cone with a 30' end base.
- Save versus petrification negates effect.
- Usable 3 times per day.
- May use a Create Wine spell (as 2nd level Druid version of Create Water).
- Can sense the emotions of familiar Motuc when in sight.
- Languages: elf, gnome, halfling, orc, MU Cant, Druid Cant, alignment, common.
Restrictions & Disadvantages
- No armor is allowed.
- Magic items usable by Fighters only. (Except for scrolls and where noted).
- Code of Honor: See below.
- Berserk Rage: Combat versus all Undead creatures; +2 to hit, but can not willingly stop for 2-20 rounds. While berserk will attack any form of undead in preference to other enemies. Berserk Rage ends once Undead creatures are dispatched.
- Quirk: Nomad has an unexplained liking for statues of all sorts, and will actually go so far as to fight to keep a statue from being damaged or destroyed. Should someone intentionally damage a statue after being warned not to, he will attempt to inflict equivalent damage on that person. Nomad's code of honor takes precedence over his love of graven images.
- Does not get drunk from consuming alcoholic beverages. However another beverage (dried leaves boiled in water) effects him like alcohol. Nomad's own First Aid may cause him to become drunk if applied to himself.
Skills and Abilities that Nomad does not possess
- Barbarian: No natural ability to strike creatures that require a magical weapon to hit. No to these primary abilities: climb cliffs and trees, hide in natural surroundings & leadership. No to these secondary abilities: outdoor craft. No to these tertiary skills: animal handling, horsemanship, long distance signaling, small craft paddled and rowed, sound imitation, snare building. No summoning barbarian horde. No +1 per 4 levels bonus to saving throws vs spells.
- Samurai: No dive roll.
- Magic User: No magic items usable by this class.
- Druid: No identify; plant, animal, pure water. No pass through overgrown areas. No magic items usable by this class.
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
- The principles by which a true man guides his life are self-reliance, honesty, integrity, and tenacity.
- Nomad does not depend upon others; if he is able to get help, he will accept it, but he does not seek it.
- Nomad will not lie. He may present only part of the truth, but will admit he is doing so if asked.
- Nomad will to the best of his ability perform any oath which he makes. If he fails in his performance, then the being to whom he made the oath has the right to demand his life in return. Friendship is a solid oath of protection, and covers the other party members if Nomad recalls much of the past.
- Nomad will not give up an undertaking until it is completed.
Magic Items
- Greater Mistletoe.
- Brooch of Shielding (39 hp left).
- Spell Book: The Player's Handbook by EGG. It is a complete listing of all 1st, 2nd, and 3rd level spells given in the 2nd edition PH. Use Read Magic just the first time each spell is read. After that, with a successful Int roll, use it just like his own. Encumberance = 50 lbs.
- +3 Staff of Druids (adds 1 spell per spell level). - Nomad can't use this Druid staff, but is keeping it in the Pocket Universe for now.
- Three Dusts of Appearance.
- +1 Dagger.
- Arrows of Slaying: NE.
- +2 Wakisashi.
- Bracers of Defense, AC 4
- Bracers of Defense, +2 AC, does not function w/any armor but will work in conjunction w/other magical protective devices.
- Rope of Climbing, 60', supports 3000 lbs, will snake at 10'/round. Must hold one end of rope.
- Scroll (MU) Teleport.
- Scroll (Druid) Neut Poison.
- Scroll (MU) Globe of Invulnerability 12th level.
- Planar Compass: detects wormholes & all inter-planer layer boundaries. Looks like a compass w/needle.
- Power Compass: green gem, flashes at approach of a god-type.
- Ring of Telekinesis, as 5th level MU spell, 25 lbs, 1 segment to effect.
- + 2 Long Bow, Dim Door 2x/day.
- Comm-Link: 1 of 2 small crystal balls (1 inch in diameter). These are communication devices (Comm-Links). To activate one must hold and activate it as a standard magical device, by concentration. Sound communication only. Once one is activated, the possessor hears in his mind the sounds that are being generated in the vicinity of the other crystal. If concentration is broken then communication persists for one round more, then the device is deactivated. Range = 1 light second, will not penetrate a sealed lead, gold or platinum shielded room. You are in possession of one of these links, in the form of a wide copper armlet. The item can be mentally controlled to open or close.
- Pocket Universe.
- Currently Carrying: 9th level M-U Pocket Universe (Estate Transference) Scroll, crucible, and tongs. Note: the scroll does not have the material components built in. Bad and good. Bad: You must do it yourselves. Good: You could choose an elemental plane other than Fire.
Mundane Possessions
- Original Katana!
- 4,076 gp
- 5,333 gp in Shoal
- Herbs: 9 for initial binding of cuts, 25 for recovery
- Food: Iron rations 2 weeks
- Waterskins, 2
- Normal clothing 3 sets
- Hard boots
- Backpack
- Tinderbox
- Mirror, small silver
- Thieve's tools 1 set
- Shield, sm. wooden - carries it, but refuses to use it. Not sure why.
- Grappling hook
- Longbow w/quiver, 15 normal arrows, 5 silver arrows
A List of Druid Spells
Nomad's Spell Book
|
1st |
2nd |
3rd |
1 |
Afct Norm Fires |
Audible Glamor |
Clairvoyance |
2 |
Alarm |
Detect Invisibility |
Dispel Magic |
3 |
Burning Hands |
ESP |
Fly |
4 |
Feather Fall |
Invisibility |
Hold Person |
5 |
Identify |
Knock |
Hold Undead |
6 |
Magic Missile |
Mirror Image |
Illusionary Script |
7 |
Mending |
Stinking Cloud |
Lightning Bolt |
8 |
Mount |
Strength |
Pro Evil 10' |
9 |
Read Magic |
Web |
Spectral Force |
10 |
Spider Climb |
Wizard Lock |
|
Nomad's Can't Book
1st |
2nd |
3rd |
Comp Lang |
Mirror Image |
Fireball |
Pro Evil |
Pro Norm Missiles |
Item |
Slow |
|
Tongues |
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 whereabouts was the Top. THAC0: 19.
Site Map | 21 August 98
copyright © 2001 by Michael Moran Alterio, Michael Babriecki, Harry Ching, Stephen Martin, and Donald R. Parrish III (all rights reserved)