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LordofBones
Senior Scribe

746 Posts

Posted - 22 Jul 2014 :  21:11:36  Show Profile Send LordofBones a Private Message  Reply with Quote  Delete Topic
RED WIZARD OF THAY (Wizard Archetype)

Restrictions: Red Wizards can only be humans from Thay.

Skills: Add Bluff and Intimidate to the wizard's list of class skills.

Enhanced Specialization Red Wizards are some of the most potent specialists in Faerun, but this comes with a price. At 1st level, the Red Wizard selects a school of magic to specialize in, and three opposed schools instead of the usual two. However, he may prepare and cast one additional spell from his specialized school in addition to the bonus spell slot he gets from specializing. This replaces the arcane school feature.

Specialist Defense Beginning at 4th level, the Red Wizard obtains a +1 bonus to all saving throws against his chosen school of magic. This bonus increases by +1 every 4 levels after 4th, and stacks with other sources that grant a bonus to saving throws.

Tattoo Focus All Red Wizards are marked with mystic tattoos. These tattoos can be anything from symbols of their schools of magic to the marks of their patron deity, and bestow a +1 bonus to the DC of spells from the Red Wizard's selected school and a +1 bonus to caster level for the purposes of overcoming Spell Resistance. This replaces the 5th level bonus feat.

Circle Magic (Su) Beginning at 10th level, the Red Wizard unlocks the secrets of circle magic. One spellcaster, usually the most powerful or experienced Red Wizard present, stands at the center of the circle. This character is the circle leader.

A circle requires a minimum of two participants plus the circle leader. Up to five participants can aid a circle leader in a standard circle, but Red Wizards can have one participant for every two class levels instead.

The first use of circle magic is to empower the circle leader with the strength of all the participants. This requires 1 full hour of uninterrupted concentration on the part of all participants and the circle leader. Each participant casts any single prepared spell, which is consumed by the circle and has no effect other than expending the prepared spell. The spell levels expended by the circle participants are totaled as circle bonus levels. Each bonus level may be used to accomplish the following effects:

- Increase the circle leader's caster level by one for every bonus level expended, to a maximum of twice the circle leader's caster level.

- Add any metamagic feat known by the participants of the circle to spells currently prepared by the circle leader. Each bonus level counts as one additional spell level required by the application of a metamagic feat to a spell. The circle leader may add the feats listed to a spell even if he does not know the feat or if the addition of the feat would raise the spell level past the circle leader's normal maximum spell level.

-Increase the circle leader's level by one for level checks (dispel checks, caster level checks, and so on) for every bonus level expended, to a maximum of twice the circle leader's initial caster level.

These effects last for 24 hours or until expended. Circle bonus levels may be divided up as the circle leader sees fit.

School Perfection At 20th level, the Red Wizard becomes the undisputed master of his school. He obtains a +2 bonus to the DCs of his specialized school, and increases the caster level of all such spells by +2. Note that the caster level increase also increases the damage dice by the equivalent amount beyond the natural cap; a Red Wizard evoker's fireball will deal 12d6 damage instead of 10d6. This replaces the 20th level wizard bonus feat.

Edited by - LordofBones on 24 Oct 2014 11:34:29

The Arcanamach
Master of Realmslore

1602 Posts

Posted - 23 Jul 2014 :  03:26:02  Show Profile Send The Arcanamach a Private Message  Reply with Quote
I like it LoB. The Specialist Defense might be a bit high though.

I have a dream that one day, all game worlds will exist as one.
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Dark Wizard
Senior Scribe

USA
830 Posts

Posted - 24 Jul 2014 :  00:42:40  Show Profile Send Dark Wizard a Private Message  Reply with Quote
Nice conversion of the Red Wizard for Pathfinder.
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sleyvas
Great Reader

USA
7140 Posts

Posted - 24 Jul 2014 :  00:51:36  Show Profile Send sleyvas a Private Message  Reply with Quote
I must say, at least with pathfinder, the red wizards aren't totally gimped from having 3 opposition schools. It is an interesting idea to do them as an archetype rather than a prestige class too.

Alavairthae, may your skill prevail

Phillip aka Sleyvas
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Dark Wizard
Senior Scribe

USA
830 Posts

Posted - 24 Jul 2014 :  02:18:09  Show Profile Send Dark Wizard a Private Message  Reply with Quote
Most concepts in Pathfinder are "archetypable." Personally I much prefer them to prestige classes as they remind me of 2E kits and gets the concept off the ground earlier. To give credit where it's due, the substitution levels of 3.5E was the precedent for this, but the system offered too few class abilities for some classes to make suitable archetype trade in.

Prestige classes become 'reserved' for more specialized training. Then again, there's the Winter Witch archetype and the Winter Witch prestige class, representing delving deeper and deeper into that particular specialization.
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Mystic Lemur
Seeker

58 Posts

Posted - 21 Oct 2014 :  22:12:57  Show Profile Send Mystic Lemur a Private Message  Reply with Quote
Hmmm... I wonder how this compares to the Thassilonian Specialist archetype. They get a similar ability to Enhanced Specialization but have to select the same spell in both slots. They also lose complete access to their two opposed schools, including losing the ability to use spell trigger and spell completion items. I've played one to 10th level, and not having those schools has hurt on occasion, but it hasn't been unbalanced.

Edit: I hope you don't think I'm being critical, LoB. I always try to post in your threads because I play Pathfinder in the Forgotten Realms, and I think your conversions are amazing.

"What mattered our lives now, when our world had been torn from us? Folk wept, or drank, or stood staring out over the land, wondering what new horror each dawn would bring." -A review of the FRCG ;)

Edited by - Mystic Lemur on 21 Oct 2014 22:15:22
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LordofBones
Senior Scribe

746 Posts

Posted - 22 Oct 2014 :  08:20:49  Show Profile Send LordofBones a Private Message  Reply with Quote
RW is generally stronger, unless you're feat-starved. Blaster and save-or-suck wizards generally get more bang for their buck with it.
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LordofBones
Senior Scribe

746 Posts

Posted - 23 Oct 2014 :  12:11:25  Show Profile Send LordofBones a Private Message  Reply with Quote
I'm statting out the Zulkirs for PF, just to let you all know. What I have so far...

Szass - RW Nec 30, Mythic Archmage 10
Nevron - RW Con 24, Acm 7
Aznar - RW Ev 23, Acm 6
Druxus - RW Tra 24, Acm 7

Fun fact: All the Zulkirs get cool Zulkir abilities.

Second fun fact: They're built with PC wealth.

Third fun fact: Yes, Szass is 30, because it's a nice, even number.

Fourth fun fact: Mythic templates don't stack with mythic classes, so Szass can be either a mythic lich or a mythic archmage. Yes, I broke that rule with Velsharoon's avatar, but Velsharoon is a god and Szass isn't. I may let the template stack with the class, but tht would mean Szass's CR shooting through the roof.
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LordofBones
Senior Scribe

746 Posts

Posted - 24 Oct 2014 :  11:35:37  Show Profile Send LordofBones a Private Message  Reply with Quote
New edits: I've removed the great circle leader ability and folded it into circle magic as a whole, so that leaves the RW with his level 15 bonus feat.

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