Nomad
| Str |
16 |
+1 damage, 1-9 [20] open doors, 10% bend bars |
| Int |
15 |
+4 languages, 65% learn spells, 11 spells/level |
| Wis |
16 |
+2 wisdom saves, 1+1+2+2 spell bonus |
| Dex |
17 |
-3 AC adj [-6 AC adj. Barbarian], +2 missiles |
| Con |
16 [17] |
+2 hp [4 HP Barbarian], 95% system shock, 96% resurrection |
| Cha |
15 |
7 henchfolk, +3 loyalty, +3 reaction |
Half-Elf Barbarian Level 9
(with Samurai, Druid, Mage skills)
Alignment: True Neutral,
but with Code of Honor
Deity: Respects Uller (Norse)
Height: 5' 5"
Weight: 145 lbs
Move: 13"
XP Accumulated: 870,550
Bonus: +10%
Next Level Goal: 1,000,000
AC: -2 (AC 4 bracers & barbarian dex bonus)
Hit Points: 125
This PC Sheet Current As Of: Day 600
Old Nomads: Day 230, Day 500 |
Full-size portrait here |
Attack Chart
Nomad has been "blessed for life" by a Solar, "conditional upon continued efforts to aid the good." The +1 to hit acquired from this blessing is not included in the following table. See special abilities below.
|
5 |
4 |
3 |
2 |
1 |
0 |
-1 |
-2 |
-3 |
-4 |
-5 |
Damage |
| Lvl 9 Fighter |
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 |
| Long Bow +2 |
3 |
4 |
5 |
6 |
7 |
8 |
9 |
10 |
11 |
12 |
13 |
1-6 or 1-8 +2 |
| Lvl 8 Thief |
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 gained every 2 levels, 6 total, -1 non-proficiency penalty. 1 attack/round.
Saving Throws
|
Barbarian [9th] |
|
| Paraly, Poison, Death Magic |
8 |
+2 vs fire/lightning (druid) |
| Rod, Staff, Wand |
10 |
+3 vs poison and petrify (partial barbarian) |
| Petrification, Polymorph |
9 |
+2 wisdom |
| Breath Weapon |
9 |
+3 dexterity |
| Spells |
11 |
Immune to woodland creature charm magic (druid) |
Spells
|
1 |
2 |
3 |
4 |
| Mage (6th) |
4 |
2 |
2 |
- |
|
|
|
|
|
| Druid (4th) |
4 |
2 |
2 |
- |
| Wisdom Bonus |
2 |
2 |
- |
- |
| Total Druid |
6 |
6 |
2 |
- |
|
|
Class Associated Abilities
Barbarian
Although Nomad is 9th level, these skills functioning at 4th level Barbarian. Further level advancement occurs at even Barbarian levels. So when Nomad is 10th, his skills will function at 5th, 11/5, 12/6, etc. Note: This is the basic character advancement class.
| Skills Which Nomad Has |
Skills Which Nomad Does Not Have |
- 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 (three terrain types); temperate mountain, temperate forest, jungle.
- 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.
|
- No natural ability to strike creatures that require a magical weapon to hit.
- No barbarian ability to climb cliffs and trees.
- No barbarian ability to hide in natural surroundings.
- No barbarian leadership skill.
- No barbarian outdoor craft skill.
- No barbarian animal handling, horsemanship, long distance signalling, small craft (paddled or rowed), sound imitation, or snare building.
- No summoning of a barbarian horde.
- No +1 bonus per 4 levels to saving throws vs. spells.
|
Samurai
Abilities locked at 8th level, no further progression allowed.
| Skills which Nomad has |
Skills which Nomad does not have |
- Open Hand Special Maneuvers -- 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. A stunned 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 Skill; HS, MS. At 4th, RL.
|
|
Thief
These abilities derived from the Samurai class. Additional skills added as well. No further progression allowed. No thief skills in abilities not listed below.
| Thief Skills: |
Pick Pockets |
Open Locks |
Find/Remove Traps |
Move Silently |
Hide in Shadows |
Hear Noise |
Climb Walls |
Read Langs. |
| Base 8th Lvl Thief/Samurai (1st ed.) |
-- |
-- |
-- |
62 |
49 |
-- |
-- |
40 |
| Additional Skills |
-- |
30 |
25 |
-- |
-- |
15 |
86 |
-- |
| Dex Adj |
+5 |
+10 |
-- |
+5 |
+5 |
-- |
-- |
-- |
| Race Adj. |
+10 |
-- |
-- |
-- |
+5 |
-- |
-- |
-- |
| No Armor |
+5 |
-- |
-- |
+10 |
+5 |
-- |
+10 |
-- |
| Total % = |
-- |
40 |
25 |
77 |
64 |
15 |
96 |
40 |
Magic User
Currently level 6, further level advancement occurs at even Barbarian levels.
| Skills Which Nomad Has |
Skills Which Nomad Does Not Have |
- Spell use as if a magic-user.
- Can use any MU scroll with 25% chance of error. This means that he can use normal mage scrolls usable by his level at a 25% chance of error. If he wanted to use a scroll above his level then the additional chance for error would be added.
|
- No magic items restricted to this class, other than scrolls.
|
Druid
Currently level 4, further level advancement occurs at odd Barbarian levels.
| Skills Which Nomad Has |
Skills Which Nomad Does Not Have |
- Spell use as if a druid, using the 1st edition spell-casting table for number of spells per level.
- Can read and use Druid scrolls.
|
- Cannot use Druid magic items except scrolls.
- No identify plant, animal, or pure water.
- No pass through overgrown areas without leaving a trail.
|
Special Abilities
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 Special Abilities
- Shout (non-magical sonic attack)
- Delays opponents 2-8 segments in round 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.
- Spell Option - May produce a Create Wine spell (as 2nd level Druid version of Create Water).
- Can sense the emotions of familiar Motuc when in sight.
- Languages: Teth Barbarian, elf, gnome, halfling, orc, MU Cant, Druid Cant, alignment, common.
- Nomad has been "blessed for life" by a Solar, "Conditional upon continued efforts to aid the good." Nomad finds that the bless kicks in only after he has performed a good deed (minor or major). The bless effect lasts 24 hours. +1 to hit as well as +1 on fear effect saves.
Restrictions & Disadvantages
- No armor is allowed.
- Magic items usable by Fighters only. (Except where noted).
- Code of Honor
- Mental Mindset - Berserk Rage: Any encounter with Undead of any type sends Nomad into an unstoppable killing frenzy. 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 all Undead creatures are dispatched.
- Psychological 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.
- Physiological Quirk: 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.
- Nomad's original movement rate was 15" but due to damage received on the Abyss he now travels at 13" base.
- Nomad has died one time(s); lost 1 point of Constitution.
Religion
Nomad respects Uller (Norse), and looks to his Clerics and 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.
- Nomad will not give up an undertaking until it is completed.
Magic Items
- Greater Mistletoe.
- Brooch of Shielding (39 hp left).
- Pocket Universe -- see write-up for complete details.
- 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. Encumbrance = 50 lbs.
- +3 Staff of Druids (adds 1 spell per spell level). Cannot use - currently stored in Pocket Universe.
- Dust of Appearance, packets, three.
- +1 Dagger.
- Arrows of Slaying: NE.
- +2 Wakisashi.
- Bracers of Defense, AC 4. Does not function w/any armor but will work in conjunction w/other magical protective devices (except another set of bracers).
- Bracers of Defense, +2 AC, does not function w/any armor but will work in conjunction w/other magical protective devices (except another set of bracers).
- Rope of Climbing, 60', supports 3000 lbs, will snake at 10'/round. Must hold one end of rope.
- Scroll (Druid) Neut Poison.
- Scroll (MU) Globe of Invulnerability 12th level.
- Ring of Telekinesis, as 5th level MU spell, 25 lbs, 1 segment to effect.
- + 2 Long Bow, Dim Door 2x/day.
- Comm-Link
- A Bizarre Little Magical Gold Coin of The Solar Spindle - Possible gate/teleport/summon of Solar or the friends of the Solar. [This item is to be shared with Marvin, the Solar says. And it is currently being carried by Marvin].
Currently Carrying Party Treasure
- 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.
- Planar Compass: Detects all active wormholes & all inter-planer layer boundaries. Looks like a compass w/needle.
- Power Compass: Green gem, flashes at approach of a god-type.
Mundane Possessions
- Original Katana!!!
- 4,010 gps
- 5,333 gps in Shoal
- Herbs: 7 for initial binding of cuts, 20 for recovery
- Food: Iron rations 2 weeks
- Waterskins, 2
- Normal clothing 3 sets
- Hard boots
- Backpack
- Tinderbox
- Mirror, small silver
- Thieves' tools 1 set
- Grappling hook
- Longbow w/quiver, 25 normal arrows, 5 silver arrows
A List of Druid Spells
Mage 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 Spell Book (in detail)
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. This familiar is not bound to Nomad by Find Familiar spell, so there is no gain or loss of hit points. THAC0: 19.
The cat's last known whereabouts - Eternal House, New Avalon.
Notes
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 activates, 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 (which houses the small crystal ball). The item can be mentally controlled to open or close.
Addendum:
It has been found that the wearer of the second crystal must accept contact for the device to function. Thus if that wearer is unconscious, asleep, etc., the comm link won't allow the user to eavesdrop on him and his surroundings. The comm links only work when both wearers are on the same level of the same plane.
It appears the two items must be recharged at times by physical contact. The frequency at which this is necessary is as yet unknown. (Or perhaps they just glitch from time to time.)
Site Map | 28 Feb 99 - MB
copyright © 2001 by Michael Moran Alterio, Michael Babriecki, Harry Ching, Stephen Martin, and Donald R. Parrish III (all rights reserved)