Post by tdenmark on May 17, 2009 0:49:12 GMT -6
I've recently fallen hard for Swords & Wizardry. It really came as a surprise that a retro-clone, and such a minimalist one at that, would be so intriguing to me. I like how concise, simple, and true to it's inspiration it is. I also like the voice Michael Finch wrote it in, it comes across very conversational and friendly.
I've even been compelled to start up a blog to discuss the campaign I'm preparing for our gaming group to play using Swords & Wizardry.
Dragon magazine used to publish fun, quirky classes, and I really miss those days. Issue 89 had a class called the Sentinel I always found intriguing. So I thought I'd try to make a conversion of it to Swords & Wizardry. Well, I did more than convert - I changed quite a bit of stuff. Anyway, wanted to hear your thoughts.
Sentinel
You are a keen observer and stalwart watchman. Whether stationed on the city walls, or on the dangerous fringes of the borderlands, you are loyal to your country and liege, sworn to protect and defend that which has been entrusted to you. Your diligence to stay alert and your sharp eye make you the one to rely on to stay on guard through the night and to notice the slightest details that most overlook. You may not be able to cleave through hordes of enemies like the fighter, or understand the mysteries of faith and magic like the cleric or mage but the party relies on you to defend the weaker members. You insure the spell-casters can concentrate on their spells, and you hold the line in a tough battle. Eventually you may be granted a fort on the borderlands, or a castle in the heart of an important region to defend and protect the peasants and merchants and insure the preservation of the civilized lands.
Prime Attribute: Strength
Hit Dice: 1d6+1 (Gains 2 hp/level after 9th.)
Armor/Shield Permitted: Any
Weapons Permitted: Any
Alignment: Lawful
Sentinel Class Abilities
Alertness: at 1st, 4th, and 7th levels the sentinel gains +1 to all initiatives rolls. At 11th level he is incapable of being surprised.
Keen eye: the sentinel notices things others overlook like secret doors, thieves hiding in shadows, and distant movement.
Detect lie: the sentinel can often tell when he is being lied to.
Establish Stronghold (9th): At ninth level, a sentinel is granted a stronghold and attracts a body of loyal men-at-arms who will swear fealty to him. If he maintains the stronghold well, at 14th level he may gain the title of feudal Lord. If the stronghold is reinforced and built into a castle it will attract villagers, and the sentinel may become a baron at 20th level.
Notes on format and abbreviations I'm using:
AB: this is attack bonus, a number added to a d20 roll vs. armor class
I've even been compelled to start up a blog to discuss the campaign I'm preparing for our gaming group to play using Swords & Wizardry.
Dragon magazine used to publish fun, quirky classes, and I really miss those days. Issue 89 had a class called the Sentinel I always found intriguing. So I thought I'd try to make a conversion of it to Swords & Wizardry. Well, I did more than convert - I changed quite a bit of stuff. Anyway, wanted to hear your thoughts.
Sentinel
You are a keen observer and stalwart watchman. Whether stationed on the city walls, or on the dangerous fringes of the borderlands, you are loyal to your country and liege, sworn to protect and defend that which has been entrusted to you. Your diligence to stay alert and your sharp eye make you the one to rely on to stay on guard through the night and to notice the slightest details that most overlook. You may not be able to cleave through hordes of enemies like the fighter, or understand the mysteries of faith and magic like the cleric or mage but the party relies on you to defend the weaker members. You insure the spell-casters can concentrate on their spells, and you hold the line in a tough battle. Eventually you may be granted a fort on the borderlands, or a castle in the heart of an important region to defend and protect the peasants and merchants and insure the preservation of the civilized lands.
Prime Attribute: Strength
Hit Dice: 1d6+1 (Gains 2 hp/level after 9th.)
Armor/Shield Permitted: Any
Weapons Permitted: Any
Alignment: Lawful
Sentinel Class Abilities
Alertness: at 1st, 4th, and 7th levels the sentinel gains +1 to all initiatives rolls. At 11th level he is incapable of being surprised.
Keen eye: the sentinel notices things others overlook like secret doors, thieves hiding in shadows, and distant movement.
Detect lie: the sentinel can often tell when he is being lied to.
Establish Stronghold (9th): At ninth level, a sentinel is granted a stronghold and attracts a body of loyal men-at-arms who will swear fealty to him. If he maintains the stronghold well, at 14th level he may gain the title of feudal Lord. If the stronghold is reinforced and built into a castle it will attract villagers, and the sentinel may become a baron at 20th level.
Notes on format and abbreviations I'm using:
AB: this is attack bonus, a number added to a d20 roll vs. armor class