Militant Wizard
The Militant Wizard is skilled in both magical and military arts, making him an extremely formidable opponent. These mages are the trained war-masters that accompany the armies of Appollonia into battle. A Militant Mage is inducted early into the military and they train alongside other soldiers but, in their ‘spare’ time (while others have weekend passes, etc.) these soldiers spend time with Academicians training their mage abilities. Militant wizards, because of their training, are always officers when they exit their induction. 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.
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 Appollonia (he is seen as a traitor), he can successfully abandon this kit.
Role
Militant Wizards are among the most honored and respected citizens in Appollonia, 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.
All houses, save those that are barred, are required to recruit Militant Wizards to send to the Appollonian Military. Roughly 10% of inductees to a given house must be offered to the greater good of Appollonia.
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. 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.
Distinctive Appearance
None
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. Additionally, a Militant Wizard can acquire any of the Warrior's Non-weapon Proficiencies 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. The table lists the oppositional schools for Militant Wizards of each specialty; the Militant Wizard is forbidden to learn spells from these schools.
Militant Wizard Mages are likewise limited. Choose one limitation from those listed below.
- The Militant Wizard Mage is forbidden to learn 8th-level and 9th-level spells from any school.
- The Militant Wizard Mage learns spells as if his Intelligence were two points lower than he actually has. This limitation also affects the number of Bonus NWPs he can receives, the highest level of spells he can cast, the maximum number of spells per level he can know, and his spell immunity. For instance, if this limitation is in effect for a Militant Wizard mage with an Intelligence score of 15, he receives 3 Bonus NWPs, 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.
Class
Wizard
Attribute Requirements
Strength of 13
Barred Beliefs
None
Race Requirement
None
Bonus Weapon Proficiencies
Choose one from of the following: Axe, bow (any), crossbow (any), dagger, javelin, sling, spear, sword (any), warhammer
Required Weapon Proficiencies
None
Recommended Weapon Proficiencies
None
Barred Weapon Proficiencies
None
Bonus Non-Weapon Proficiencies
Recommended Non-Weapon Proficiencies
Animal Handling, Direction Sense, Riding (Land-Based), Swimming, Language (Ancient), Blind-Fighting, Tracking, Mountaineering, Running, Set Snares
Equipment
The Militant Wizard may buy any equipment he chooses, keeping whatever money he might not use.
Wealth Options
The Militant Wizard receives the standard (d4+1) x 10 starting money.
Homeland Terrain
None
Economic System
None
Recommended Discipline(s)
None
Recommended Devotion(s)
None
Recommended Science(s)
None
Barred Discipline(s)
None
Preferred Schools
School of Abjuration, School of Alteration, School of Conjuration/Summoning, School of Invocation/Evocation, School of Necromancy
Barred Schools
School of Enchantment/Charm, School of Divination, School of Illusion