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Table 2–22: The Wild MageBase Attack Fort Ref WillLevel Bonus Save Save Save Special Spells per Day/Spells Known1st +0 +0 +2 +0 Wild magic +1 level of existing arcane spellcasting class2nd +1 +0 +3 +0 Random deflector 1/day +1 level of existing arcane spellcasting class3rd +1 +1 +3 +1 Student of chaos +1 level of existing arcane spellcasting class4th +2 +1 +4 +1 — +1 level of existing arcane spellcasting class5th +2 +1 +4 +1 Random deflector 2/day +1 level of existing arcane spellcasting class6th +3 +2 +5 +2 Chaotic mind +1 level of existing arcane spellcasting class7th +3 +2 +5 +2 — +1 level of existing arcane spellcasting class8th +4 +2 +6 +2 Random deflector 3/day +1 level of existing arcane spellcasting class9th +4 +3 +6 +3 Reckless dweomer +1 level of existing arcane spellcasting class10th +5 +3 +7 +3 Wildstrike +1 level of existing arcane spellcasting classconsequences that are strange at the least, or, at worst, steppingstones to disaster.Hit Die: d4.RequirementsTo qualify to become a wild mage, a character must fulfill allthe following criteria.Alignment: Any chaotic.Skills: Knowledge (the planes) 4 ranks, Spellcraft 8 ranks,Use Magic Device 4 ranks.Feats: Magical Aptitude, any metamagic feat.Spells or Spell-Like Abilities: Arcane caster level 1st.Class SkillsThe wild mage’s class skills (and the key ability for each skill)are Bluff (Cha), Concentration (Con), Craft (Int), Intimidate(Cha), Knowledge (all skills, taken individually) (Int), Profession(Wis), Spellcraft (Int), and Use Magic Device (Cha).Skill Points at Each Level: 2 + Int modifier.Class FeaturesAll the following are class features of the wild mage prestigeclass.Weapon and Armor Proficiency: Wild mages gain noproficiency with any weapon or armor.Spells per Day/Spells Known: At each level, a wildmage gains new spells per day (and spells known, ifapplicable) as if she had also gained a level in an arcanespellcasting class to which she belonged before adding theprestige class level. She does not, however, gain any otherbenefit a character of that class would have gained (such asthe bonus feat sometimes gained by a wizard). If she hadmore than one arcane spellcasting class before becoming awild mage, she must decide to which class to add each levelfor the purpose of determining spells per day and spellsknown.Wild Magic: A wild mage casts spells differently from anyother arcane spellcaster. She reduces her caster level by 3 forall spells she casts from now on. However, every time she castsa spell, her use of wild magic adds 1d6 to her adjusted casterlevel. For example, an 8th-level sorcerer/1st-level wild magehas a base caster level of 6th, not 9th, but her actual casterlevel varies from 7th to 12th for every spell she casts. Casterlevel affects all level-based variables of a spell, including spellpenetration checks.Random Deflector (Su): At 2nd level and higher, a wildmage has the ability to protect herself from certain attackswith this ability. Using this ability is an immediate action(see page 86), which means that a wild mage activates it whenit is not her turn. When activated, the random deflector lastsuntil the beginning of the wild mage’s next turn.The random deflector redirects ranged attacks, rangedtouch attacks, and individually targeted spells (spells designatingthe wild mage as the sole target, but not area spellsstriking an area in which she happens to be the sole target)so that they instead attack or affect a random target within 20feet of the wild mage. A wild mage includes herself and herallies among the possible new targets. Any creature targetedby a deflected attack is attacked or affected normally, so anattack roll is made normally against the new target’s AC, thenew target receives a saving throw if a spell or effect allowsone, and so on. A wild mage can use this ability once per dayat 2nd level, two times per day at 5th level, and three timesper day at 8th level.Student of Chaos (Ex): Whenever a wild mage of 3rdlevel or higher uses a magic item that offers a randomlydetermined effect (such as a bag of tricks or rod of wonder),she can roll twice and choose between the two results. If arandom roll is made only once to determine the nature orcontents of a device (for example, a robe of useful items or aniron flask), a wild mage gains no special advantage.pqqqqqqqqqrsWILD MAGES IN FAERÛNWild mages are particularly adept at exploiting zones of wildmagic, and they are much less likely to experience deleteriouseffects while casting spells within wild magic zones. Wildmages can roll twice on Table 2–1: Wild Magic Effects in Chapter2 of the FORGOTTEN REALMS Campaign Setting and choose thepreferred result. For example, a wild mage who rolls a resultof 37 (nothing happens) and a result of 57 (spell functionsnormally) would choose the second result.pqqqqqqqqqrsCHAPTER 2PRESTIGECLASSES69

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