APPENDIX 1:EPIC NPCSOF FAERÛNsucceed at a Fortitude save (DC 25) or be permanentlyparalyzed.Fear Aura (Su): Creatures of less than 5 Hit Dice in a60-foot radius that look at Szass Tarn must succeed at aWill save (DC 25) or be affected as though by fear as castby a 29th-level caster.Arcane Reach: Szass Tarn’s touch spells have a 30-foot range.Immunities (Ex): Immune to cold, electricity, polymorph,and mind-affecting attacks.Undead Traits: Immune to poison, sleep, paralysis,stunning, disease, death, effects, necromantic effects,mind-affecting effects, and any effect requiring a Fortitudesave unless it also works on objects. Not subject tocritical hits, subdual damage, ability damage, abilitydrain, or energy drain. Negative energy heals. Not atrisk of death from massive damage, but destroyed at 0hit points or less. Darkvision 60 ft. Cannot be raised; resurrectionworks only if creature is willing.Wizard Spells Per Day: 5/7/7/6/6/6/6/3/5/5/1/1; baseDC 18 + spell level, 20 + spell level for Evocation, 31 +spell level for Necromancy. Caster level 29th. Specializedschool: Necromancy. Prohibited Schools: Enchantment,illusion.Spellbook: As a very old lich, a powerful wizard, and oneof the rulers of a nation of wizards, Szass Tarn has accessto virtually any spell that is known and has created manyunique necromancy spells known only to himself or theother Red Wizards. He normally prepares a quickenedteleport and several quickened attack spells.Possessions: Given his position of power and advancedmagical abilities, Szass Tam can easily acquire nearly anysort of nonartifact magic item (and has access to at leasttwo known Netherese artifacts, the Death Moon Orb andThakorsil’s Seat). He has a staff of power, bracers of armor +10,and a ring of three wishes in his possession at all times. Healso regularly carries or wears a hand of glory, a ring ofspell storing, a +2 ring of protection, a wand of ray of enfeeblement(heightened to 4th level), and a darkskull.Infamous for his wise, cold cruelty and his longevity,Szass Tam is the zulkir of Necromancy in Thay, its mostinfluential Red Wizard, and—observers say—the trueruler of Thay. A lich for the last two hundred-oddyears, Szass Tam achieved his present power throughgreat arrogance, the skills and preparation to back uphis overweening ambitions, and the brilliant schemesof one of the most cunning and intelligent beings inall Faerûn.Like other Red Wizards, Szass Tam prefers to remainunseen, working through lackeys and servitor creatures(including vast armies of undead led by vampire generals)while he plots and schemes. His own undeath giveshim patience. He’s quite prepared to abandon servantsand attempts that fail, and simply try again later in abetter way. Tiring of the continual betrayals and slaughterwithin the Red Wizards, he has decided that the bestfuture for Thay and for the Red Wizards is united underhim—controlled through his magic and through fear.He’s not openly exerting power yet, because he wants topreserve Thay’s strength as much as possible, and indoing so control as much as he can before any open conflictserupt.Szass Tam possesses a truly incredible collection ofmagic items, ranging from rings, wands, and other trinketsup through staves and golems to artifacts. In hisstronghold northwest of Tyraturos, he’s almost unassailable.Those who meet him (or seemingly real magicalimages of himself that he creates and sends far acrossFaerûn) discover Szass Tam to be calm, cultured, andeven pleasant. He appears as a richly robed, skeletallythin pale man. Balding, he has dark eyes, a thinningblack beard, and hands that have shriveled to claws. Hecan, of course, use magic to change his appearance. Hisfavorite false form is that of a tall scholar, aging butvigorous, with glittering jet-black eyes and a soft,purring voice.Szass Tam is polite but blunt, and he can be plungedinstantly into cold, controlled rage by insolence ordeliberate defiance. On the other hand, he seems toadmire those who cross or foil him by cleverness, as longas they treat him politely. He’s always spinning moresimultaneous intrigues than most Faerûnians have yearsin their lives, and with his domination ever growing, heseems content to view existence as a great game, withplots and schemes as the playing pieces—or, if youprefer, weapons.EPIC RED WIZARDThe epic Red Wizard is an example of how to build anepic progression for a ten-level prestige class beyondthose described in the DUNGEON MASTER’s Guide (whichare covered in the first chapter of this book). The onlyclass feature that follows a consistent progression forthe Red Wizard prestige class is the spell power ability,(The specialist defense ability is almost regular, butbecause it skips 5th level in the standard progression, itcannot be extended past 10th level.) The Red Wizard’scaster level increases as with the loremaster. Becausespell power is a powerful ability, the Red Wizard’s bonusfeat progression is slow.Skill Points at Each <strong>Level</strong>: 2 + Int modifier.Spells: The Red Wizard’s caster level is equal to thesum of his class levels of Red Wizard and whatever otherclass his spellcasting is derived from. The Red Wizarddoes not learn additional spells unless he selects the SpellKnowledge feat (see Feats, below).Spell Power: The epic Red Wizard’s spell powerincreases by +1 every two levels.Specialist Defense: The epic Red Wizard’s specialistdefense does not increase after 10th level, because theprogression is not consistent during the first ten levels.Bonus Feats: The epic Red Wizard gains a bonus feat(selected from the list of bonus Red Wizard feats) everyfour levels after 10th.298
<strong>Epic</strong> Red Wizard Bonus Feat List: Augmented Alchemy,Automatic Quicken Spell, Automatic Silent Spell, AutomaticStill Spell, Craft <strong>Epic</strong> MagicArms and Armor, Craft <strong>Epic</strong> Rod,Craft <strong>Epic</strong> Staff, Craft <strong>Epic</strong>Wondrous Item, Efficient ItemCreation, Enhance Spell, <strong>Epic</strong>Spell Focus, Forge <strong>Epic</strong> Ring,Ignore Material Components,Improved Combat Casting, ImprovedHeighten Spell, ImprovedMetamagic, Improved SpellCapacity, Intensify Spell, Multispell,Permanent Emanation, Scribe <strong>Epic</strong>Scroll, Spell Knowledge, Spell Opportunity,Spontaneous Spell; CombatCasting, Spell Focus, Spell Mastery, SpellPenetration.In addition to the feats on this list, theRed Wizard may treat any item creationfeat or metamagic feat not listed here asbeing on her bonus feat list.Also, the following feats from the FORGOT-TEN REALMS Campaign Setting book are onthe bonus feat list for the epic Red Wizard:Greater Spell Focus, Greater Spell Penetration,Improved Counterspell, ImprovedFamiliar, Innate Spell, Magical Artisan, SignatureSpell, and the new item creation and metamagicfeats presented there.TABLE A1–1: THE EPIC RED WIZARDRed Wizard<strong>Level</strong>Special11th12th Spell power +613th14thSpell power +7, bonus feat15th16th Spell power +817th18thSpell power +9, bonus feat19th20th Spell power +10KHELBEN “BLACKSTAFF”ARUNSUNMale Human (Chosen of Mystra) Wizard 24/Archmage3: CR 31; Medium-size humanoid; HD 24d4+192plus 3d4+24; hp 284; Init +3; Spd 30 ft.; AC 30, touch 20,flat-footed 27; Atk +19/+14 melee (1d6+5, black staff) or+17/+12 ranged touch (by spell); SQ Arcane reach, masteryof counterspelling, mastery of elements, Chosenimmunities, Chosen spell-like abilities, detect magic,enhanced Constitution, enhanced Wisdom, silver fire;AL LN; SV Fort +19, Ref +14, Will +24; Str 14, Dex 16,Con 26, Int 22, Wis 20, Cha 15. Height 6 ft.Skills and Feats: Alchemy +26, Bluff +4, Concentration+32, Craft (painting) +11, Diplomacy +4, GatherInformation +4, Intimidate+7, Knowledge (arcana) +30, Knowledge (the planes)+16, Knowledge (religion) +11, Knowledge (Waterdeephistory) +11, Knowledge (Waterdeep local) +16, Perform(drama) +4, Ride (horse) +4, Scry +25, Search +10,Sense Motive +9, Spellcraft +34, Spot +7, WildernessLore +8; Artist (painter), Craft Staff, Craft WondrousItem, Forge Ring, Heighten Spell, Improved SpellCapacity (10th), Iron Will, Persistent Spell, QuickenSpell, Scribe Scroll, Skill Focus (Spellcraft), Spell Focus(Evocation), Spell Focus (Transmutation), Spell Mastery(blackstaff, chain lightning, fly, magic missile, teleportwithout error), Still Spell, Twin Spell, WeaponFocus (quarterstaff).Arcane Reach: Khelben’s touch spells have a 30-footrange.Mastery of Counterspelling: When Khelben successfullycounterspells any spell subject to spell turning,he reflects it fully back on the original caster. A spell notsubject to spell turning is merely counterspelled.Mastery of Elements: Khelben can prepare anyarcane spell he knows with the acid, cold, fire, electricity,or sonic designator to be cast as a different element. Forexample, a fireball may be prepared to deal sonic damageinstead of fire damage.Chosen Immunities: Khelben is unaffected byattacks that duplicate these effects: blindness, circle ofdeath, disintegrate, energy dram, forcecage, ice storm, lightningbolt, magic jar, magic missile, Otto’s irresistible dance.APPENDIX 1:EPIC NPCSOF FAERÛN299
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