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KISMET'S GAME ADDITIONS

  Kismet's Red Wizard Prestige Class 

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      The Red Wizards are masters of magic and manipulation – and, not coincidentally, they are the masters of the country of Thay. It is not easy to control a slave state, nor is it easy to hold together one of the few evil countries on the face of Faerun, but the Red Wizards do these things and more with frightening efficiency. Despite such enemies as the Witches of Rashemen and the Simbul, the Red Wizards continue to induct new members into their exclusive ranks and to enrich their country (and themselves) beyond measure.

Hit Die: d4

Requirements

      To qualify to become a Red Wizard, a character must fulfill all of the following criteria.

Spellcasting: Ability to cast 3rd level arcane spells as a wizard or bard.
Race: Human from Thay.
Skills: Knowledge (arcana) 8 ranks, Spellcraft 8 ranks.
Alignment: Any nongood.
Feats: Must have a total of 3 metamagic or item creation feats.

Class Features

Class Skills
The Red Wizard’s class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Decipher Script (Int), Intimidate (Cha), Knowledge (all) (Int), Listen (Wis), Profession (Wis), Sense Motive (Wis), Spellcraft (Int), and Spot (Wis).

Skill Points at Each Level: 4 + Intelligence modifier

Weapon and Armor Proficiency: Red Wizards gain no proficiency in any weapon or armor.

Spells Per Day: Red Wizards continue their magical studies at all costs. When they gain a new level as a Red Wizard, they also gain new spells per day as if they had gone up in their original spellcasting class. They do not, however, gain any other benefit a character of that class would have gained.

If the Red Wizard had more than one spellcasting class before they took the prestige class, they must decide to which class they add each level of Red Wizard for the purpose of determining spells per day when they add the new level.

Intelligent Manipulation: Red Wizards use tactics in their dealings with others. They may use their Intelligence as the base ability for Bluff, Intimidate, and Sense Motive (instead of Charisma and Wisdom, respectively).

Free Feat: Red Wizards excel in certain areas of magic. At 1st, 6th, and 8th level, they may choose a feat from amongst the following: Augment Summoning, Energy Substitution, Scribe Tattoo, Spell Mastery, and if they are evil they may also choose Corrupt Spell or Violate Spell.

Extra Spell Per Level: At 3rd level, a Red Wizard’s intense studying as a new member of the sect pays off; they may cast one more spell per day per level.

Creation Discount: Once a Red Wizard has proven themself, they are given greater access to the sect’s resources for making magical items. They are able to create magic items at one-third the market price, instead of one half.

Circle Leader: A Red Wizard of 5th level has earned the privilege of leading a circle of magic, with as many as five participants.

Great Circle Leader: A Red Wizard of 10th level may be the leader of a circle of magic containing up to nine participants.

The Red Wizard

Level
BAB
Fort
Ref
Will
Special
Spells per Day
1
+0
+0
+0
+2
Intelligent Manipulation, Free Feat (see list)
+1 level of existing class
2
+1
+0
+0
+3

+1 level of existing class
3
+1
+1
+1
+3
Extra Spell Per Level
+1 level of existing class
4
+2
+1
+1
+4
Creation Discount
+1 level of existing class
5
+2
+1
+1
+4
Circle Leader
+1 level of existing class
6
+3
+2
+2
+5
Free Feat (see list)
+1 level of existing class
7
+3
+2
+2
+5

+1 level of existing class
8
+4
+2
+2
+6
Free Feat (see list)
+1 level of existing class
9
+4
+3
+3
+6

+1 level of existing class
10
+5
+3
+3
+7
Great Circle Leader
+1 level of existing class
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