Chapter 1 - Class - Character Kits - Wizard Kits
Militant Wizard
The Militant Wizard is skilled in both magical and military arts, making
him an extremely formidable opponent. They can come from aggressive, warmongering
cultures bent on the conquest of weaker nations, or from cultures continually under siege
from their more warlike neighbors, making military preparedness vital to their defense. In
any case, the Militant Wizard considers a trained body as important as a trained mind,
and prides himself on keeping his combat skills as sharp as his magical talents.
A character must have a Strength of at least 13 to be a Militant Wizard. Though male
Militant Wizards will be more common, female Militant Wizards are allowable as well,
unless the DM's world specifically forbids them.
Abandoning this kit is difficult. A Militant Wizard must abstain from using both of the
weapons he has chosen for his Weapon Proficiencies for three full experience levels.
Once he reaches the third experience level, he loses the use of his two Weapon
Proficiencies. If he then renounces his citizenship from his home culture, he can
successfully abandon this kit.
For example, consider a 5th-level Militant Wizard with Weapon Proficiencies in short
sword and long bow. If he abstains from using both of these weapons (and the
corresponding Weapon Proficiencies), he loses his Weapon Proficiencies in short sword
and long bow when he reaches 8th level. If he then renounces his citizenship from his
home culture, he can abandon this kit. If he uses these weapons before reaching 8th level,
he must begin again, abstaining for an additional three levels of experience (for instance,
if he uses his long bow Weapon Proficiency when at 7th level, he'll have to abstain until
he reaches 10th level in order to abandon this kit.)Preferred Schools: Militant Wizards prefer schools with an excess of offensive and
defensive spells, such as abjuration, alteration, conjuration/summoning,
invocation/evocation, and necromancy.
Barred Schools: Militant Wizards are barred from specializing in the schools of
enchantment/charm and illusion, as their cultures tend to consider them relatively useless
in combat. Though greater divination has uses on the battlefield, particularly in the area
of reconnaissance, Militant Wizards are discouraged, but not barred, from divination
specialization.
Role: Militant Wizards are among the most honored and respected citizens in their
societies, since their powerful magic makes them exceptionally able soldiers. Depending
on his background, the Militant Wizard may be a brutal, savage killer, wallowing in the
violence of the battlefield, or he may be a heroic warrior, fighting with honor and taking
lives only when necessary.
A Militant Wizard might have a variety of reasons for joining an adventuring party.
Perhaps he shares the party's goal of defeating a force of evil, or he might be seeking
treasure to finance his own army at home. He might wish to study the fighting techniques
of other cultures, or he might hire on as a mercenary.
Whatever his reasons, the Militant Wizard's fighting skills should greatly benefit any
party. He makes an excellent leader, but he is also capable of following orders to the
letter, assuming the orders are issued by a commander he respects. The Militant Wizard
tends to prefer action to inaction and combat to negotiation. He is skeptical of scholarly
and philosophic types, and is unlikely to form close relationships with such characters.
Secondary Skills: No particular Secondary Skill is recommended or required. He
receives his Secondary Skill either by choosing or rolling randomly, whatever method is
normal for the campaign.
Weapon Proficiency: Required (choose one from of the following): Battle axe, bow
(any), crossbow (any), dagger, javelin, sling, spear, sword (any), warhammer. These are
different from the weapons normally associated with wizards, but they are common for
Militant Wizards. Also, see the Special Benefits section below.
Nonweapon Proficiency: Bonus: (Warrior) Endurance.
Recommended: (General)
Animal Handling, Direction Sense, Riding (Land-based), Swimming;(Wizard) Languages
(Ancient); (Warrior; these take 2 slots only) Blind- fighting, Tracking, (Warrior; these
take 1 slot only) Mountaineering, Running, Set Snares.
Equipment: The Militant Wizard may buy any equipment he chooses, keeping
whatever money he might not use.
Special Benefits: The Militant Wizard receives a bonus Weapon Proficiency free of
charge; this is in addition to his normal Weapon Proficiency. This bonus Weapon
Proficiency does not use any of the wizard's proficiency slots, but he must choose it from
the weapons listed in the Weapon Proficiency entry above. Additionally, a Militant
Wizard can acquire any of the Warrior's Nonweapon Proficiencies given on Table 37 on
page 55 of the Player's Handbook at the listed number of slots; for instance, if a Militant
Wizard wants the Animal Lore proficiency, it costs him only 1 slot instead of the normal
2 for a wizard.
Special Hindrances: Because a Militant Wizard devotes so much of his time and
energy to the mastery of military skills, he is limited in his access to spells from various
schools. Table 6 lists the oppositional schools for Militant Wizards of each specialty; the Militant Wizard is forbidden to learn spells from these schools.
Table 6: Oppositional Schools for Militant Wizards
Specialist | Oppositional Schools |
Abjurer | Illusion |
Alteration | |
Greater Divin. | |
Conjurer | Alteration |
Greater Divin. | |
Invoc./Evoc. | |
Diviner | Conj./Summ. |
Abjuration | |
Invoker | Illusion |
Enchant. /Charm | |
Conj./Summ. | |
Necromancer | Enchant. /Charm |
Illusion | |
Alteration | |
Transmuter | Necromancy |
Abjuration | |
Conj. /Summ. |
Militant Wizard mages are likewise limited. The DM may decide which of the following limitations affects Militant Wizard mages in his campaign (choose only one limitation).
For instance, if this limitation is in effect for a Militant Wizard mage with an Intelligence score of 15, he can only know three languages, can cast spells of no higher than 6th-level, has a 55 percent chance to learn a new spell, and has a maximum of nine spells per level that he can know.
Wealth Options: The Militant Wizard receives the standard (1d4 + 1) x 10 starting
money.
Races: No restrictions