← PRC8
Red Wizard of Thay
:: Red Wizard of Thay ::
(PRESTIGE CLASS)
The Red Wizards are the masters of Thay, the conquerors of that land's native Rashemi, and the would-be magical overlords of Faerun. They focus on a school of magic more intently than any specialist, achieving incredible mastery of magic within a very narrow focus. Seen as cruel and evil tyrants by people across Toril, a few choose to leave their region, assume secret identities, and practice magic without having to worry about political alliances and possible slave uprisings. Early in their careers, would-be Red Wizards specialize in a school of magic and acquire the Tattoo Focus feat that prepares them for entry into the Red Wizards of Thay. All Red Wizards have some skill as a specialist wizard, and most follow that path exclusively, but a few dabble in other sorts of learning, such as combat or divine magic. While it is possible for a sorcerer or a bard to become a Red Wizard, such misfits are ridiculed in their homeland and are incredibly rare.
- Hit Dice: d4.
- Proficiencies: Red Wizards gain no weapon, armor or shield proficiencies.
- Skill Points: 2+ Int Modifier.
REQUIREMENTS:
Race: Human
Alignment: Non Good
Skills: Spellcraft 8 ranks
Feats: Tattoo Focus and a total of 3 metamagic or item creation feats.
Spells: Must be able to cast at least 3rd level Arcane spells.
CLASS FEATURES:
Level
1: Enhanced Specialization - Taking this feat determines which spell school has the Spell Power and Specialists defense bonus applied to it.
Specialist Defense +1 - This feat grants a Red Wizard +1 Saving Throw against all spells from his spell school of choice.
2: Spell Power +1 - This feat grants a Red Wizard +1 DC on all spells from his spell school of choice.
3: Specialist Defense +2
4: Spell Power +2
5: Bonus Feat
Circle Leader
6: Spell Power +3
7: Specialist Defense +3
8: Spell Power +4
9: Specialist Defense +4
10: Spell Power +5
Great Circle Leader
BONUS SPELLS:
Upon gaining a level in Red Wizard of Thay, the character gains new spells per day as if he had also gained a level in his highest caster class (bard, sorcerer, or wizard). He does not learn any new spells through his abilities. He does not, however, gain any other benefit a character of that class would have gained (e.g., improved familiar, bonus feats).
The Red Wizards are the masters of Thay, the conquerors of that land's native Rashemi, and the would-be magical overlords of Faerun. They focus on a school of magic more intently than any specialist, achieving incredible mastery of magic within a very narrow focus. Seen as cruel and evil tyrants by people across Toril, a few choose to leave their region, assume secret identities, and practice magic without having to worry about political alliances and possible slave uprisings. Early in their careers, would-be Red Wizards specialize in a school of magic and acquire the Tattoo Focus feat that prepares them for entry into the Red Wizards of Thay. All Red Wizards have some skill as a specialist wizard, and most follow that path exclusively, but a few dabble in other sorts of learning, such as combat or divine magic. While it is possible for a sorcerer or a bard to become a Red Wizard, such misfits are ridiculed in their homeland and are incredibly rare.
- Hit Dice: d4.
- Proficiencies: Red Wizards gain no weapon, armor or shield proficiencies.
- Skill Points: 2+ Int Modifier.
REQUIREMENTS:
Race: Human
Alignment: Non Good
Skills: Spellcraft 8 ranks
Feats: Tattoo Focus and a total of 3 metamagic or item creation feats.
Spells: Must be able to cast at least 3rd level Arcane spells.
CLASS FEATURES:
Level
1: Enhanced Specialization - Taking this feat determines which spell school has the Spell Power and Specialists defense bonus applied to it.
Specialist Defense +1 - This feat grants a Red Wizard +1 Saving Throw against all spells from his spell school of choice.
2: Spell Power +1 - This feat grants a Red Wizard +1 DC on all spells from his spell school of choice.
3: Specialist Defense +2
4: Spell Power +2
5: Bonus Feat
Circle Leader
6: Spell Power +3
7: Specialist Defense +3
8: Spell Power +4
9: Specialist Defense +4
10: Spell Power +5
Great Circle Leader
BONUS SPELLS:
Upon gaining a level in Red Wizard of Thay, the character gains new spells per day as if he had also gained a level in his highest caster class (bard, sorcerer, or wizard). He does not learn any new spells through his abilities. He does not, however, gain any other benefit a character of that class would have gained (e.g., improved familiar, bonus feats).
LvL |
BAB |
Fort |
Ref |
Will |
|---|---|---|---|---|
1 |
0 |
0 |
0 |
2 |
2 |
1 |
0 |
0 |
3 |
3 |
1 |
1 |
1 |
3 |
4 |
2 |
1 |
1 |
4 |
5 |
2 |
1 |
1 |
4 |
6 |
3 |
2 |
2 |
5 |
7 |
3 |
2 |
2 |
5 |
8 |
4 |
2 |
2 |
6 |
9 |
4 |
3 |
3 |
6 |
10 |
5 |
3 |
3 |
7 |
Class Skills |
Cross Class Skills |
|---|---|
Level |
# of bonus feats |
Feats Granted |
Feats Become Selectable |
|---|---|---|---|
1 |
2 |
||
2 |
0 |
||
3 |
0 |
||
4 |
0 |
||
5 |
1 |
||
6 |
0 |
||
7 |
0 |
||
8 |
0 |
||
9 |
0 |
||
10 |
0 |
||
11 |
0 |
||
12 |
0 |
||
13 |
0 |
||
14 |
0 |
||
15 |
1 |
||
16 |
0 |
||
17 |
0 |
||
18 |
0 |
||
19 |
0 |
||
20 |
1 |
||
21 |
0 |
||
22 |
0 |
||
23 |
0 |
||
24 |
0 |
||
25 |
1 |
||
26 |
0 |
||
27 |
0 |
||
28 |
0 |
||
29 |
0 |
||
30 |
1 |
||
31 |
0 |
||
32 |
0 |
||
33 |
0 |
||
34 |
0 |
||
35 |
1 |
||
36 |
0 |
||
37 |
0 |
||
38 |
0 |
||
39 |
0 |
||
40 |
1 |