Erbera Anvilheart: Female dwarf conjurer 9/wayfarer guide
3; CR 12; Medium humanoid; HD 9d4+27 plus 3d6+9; hp 70; Init +5; Spd 20 ft.; AC 19†, touch 13, fl at-footed 18†; Base Atk +5; Grp +5; Atk or Full Atk +6 melee (1d4/19–20, masterwork dagger); SA —; SQ darkvision 60 ft., dwarf traits, enhanced accuracy, enhanced capacity, extra teleportation, familiar (weasel), familiar benefi ts (Alertness, empathic link, share spells), improved range; AL LN; SV Fort +9* (+11 against poison), Ref +7*, Will +10*; Str 10, Dex 13, Con 16, Int 18, Wis 8, Cha 10.
† Includes +4 armor bonus from mage armor.
Erbera Anvilheart, a wayfarer guide
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Skills and Feats: Concentration +18, Decipher Script +8,Knowledge (arcana) +19, Knowledge (geography) +19, Spellcraft +15, Survival +5 (+7 to avoid getting lost or to avoid hazards); Alertness (from familiar), Diehard, Endur- ance, Improved Initiative, Scribe ScrollB, Silent SpellB, Spell
Mastery (fi reball, Leomund’s secure shelter, Mordenkainen’s faithful
hound, and teleport), Track.
Languages: Common, Dwarven, Gnome, Goblin, Terran,
Undercommon.
Dwarf Traits: Dwarves have stonecunning, which grants
them a +2 racial bonus on Search checks to notice unusual stonework. A dwarf who merely comes within 10 feet of it can make a Search check as if actively searching.
When standing on the ground, dwarves are exceptionally stable and have a +4 bonus on ability checks made to resist being bull rushed or tripped. They have a +1 racial bonus on attacks against orcs and goblinoids. Dwarves have a +4 racial bonus to Armor Class against giants.
*Dwarves have a +2 racial bonus on saving throws against spells and spell-like effects.
Enhanced Accuracy (Ex): When
casting any spell with the teleportation descriptor that includes a random chance for determining the actual destination (such as teleport), Erbera can roll twice and choose the result she wants.
Enhanced Capacity (Ex): When
casting any spell with the teleporta- tion descriptor that allows other willing creatures to be brought along, Erbera can
bring along three additional Medium touched willing creatures (each carrying gear or objects up to its maximum load).
Familiar: Erbera’s familiar is a weasel named Deriko.
The familiar uses the better of its own and Erbera’s base save bonuses. The creature’s abilities and characteristics are summarized below.
Deriko: Weasel familiar; CR —; Tiny magical beast; HD
12; hp 35; Init +2; Spd 20 ft., climb 20 ft.; AC 23*, touch 14, fl at-footed 21*; Base Atk +5; Grp –7; Atk or Full Atk +9 melee (1d3–4, bite); Space/Reach 2-1/2 ft./0 ft.; SA attach; SQ deliver touch spells, improved evasion, low-light vision, scent, speak with mustelids, speak with masters; AL N; SV Fort +3, Ref +5, Will +10; Str 3, Dex 15, Con 10, Int 10, Wis 12, Cha 5.
*Includes +4 armor bonus from mage armor.
Skills and Feats: Balance +10, Climb +10, Hide +11,
Move Silently +8, Spot +3; Weapon Finesse.
Attach (Ex): If Deriko hits with a bite attack, it can use
its powerful jaws to latch onto the opponent’s body and automatically deal bite damage each round it remains
attached. When attached, Deriko loses its Dexterity bonus to Armor Class and has an AC of 21. To remove Deriko through grappling, the opponent must achieve a pin against the creature.
Deliver Touch Spells (Su): Deriko can deliver touch
spells for Erbera (see Familiars, page 52 of the Player’s
Handbook).
Improved Evasion (Ex): If Deriko is exposed to any effect
that normally allows it to attempt a Refl ex saving throw for half damage, it takes no damage with a successful saving throw and half damage if the saving throw fails.
Scent (Ex): Can detect approaching enemies, sniff out
hidden foes, and track by sense of smell.
Speak with Mustelids (Ex): Deriko can communicate
with animals of approximately the same kind as itself (including dire varieties).
Speak with Master (Ex): Deriko can com-
municate verbally with Erbera. Other creatures do not understand the com-
munication without magical help.
Familiar Benefi ts: Erbera gains
special benefi ts from having a famil- iar. This creature grants Erbera a +3
bonus on Appraise checks (included in the above statistics).
Alertness (Ex): Deriko grants
its master Alertness as long as it is within 5 feet.
Empathic Link (Su): Erbera can
communicate telepathically with her familiar at a distance of up to 1 mile. The master has the same connection to an item or a place that the familiar does.
Share Spells (Su): Erbera may have any spell she casts on
herself also affect her familiar if the latter is within 5 feet at the time. She may also cast a spell with a target of “You” on her familiar.
Improved Range (Ex): When Erbera casts any spell with
the teleportation descriptor, the maximum distance covered by the spell increases by 50%.
Wizard Spells Prepared (caster level 11th; prohibited
schools enchantment and necromancy): 0—acid splash (+6 ranged touch), dancing lights, detect magic, mage hand,
mending; 1st—alarm, disguise self, endure elements, mage armor (already cast), magic missile, reduce person (DC 15);
2nd—bear’s endurance (2), obscure object (DC 16), web (2) (DC 16), whispering wind; 3rd—dispel magic, fireball (2) (DC 17), shrink item (DC 17), summon monster III, tongues; 4th—dimension door, hallucinatory terrain (DC 18), ice storm (2), Leomund’s secure shelter; 5th—Mordenkainen’s faithful
hound, Mordenkainen’s private sanctum, teleport (2); 6th—acid fog, greater dispel magic.
Spellbook: as above plus 0—all others except daze, disrupt undead, touch of fatigue; 1st—mount; 2nd—rope trick; 3rd—clai-
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raudience/clairvoyance, illusory script; 4th—scrying; 5th—cone of cold; 6th—disintegrate.
Possessions: Amulet of natural armor +2, ring of protection +2, masterwork dagger, cloak of resistance +2, Heward’s handy haversack, dust of tracelessness (2 pinches), scroll of teleport,
scroll of scrying, wand of levitate (12 charges), spell component pouch, scrying focus mirror (reduced size with shrink item), spellbooks, 39 gp.
WILD MAGE
Magic is one of the most capricious and unpredictable of all natural or supernatural forces in the universe. Attempts to codify spellcasting through arcane formulas, or to impose order on magic through the force of will, are essentially pointless—or so wild mages believe. Instead, those who would truly master magic must forget what they know and abandon their willful control of the arcane. Within this paradox lies the awesome power of wild magic.
The wild mage aspires to cast spells without structure. By taking the risk of substituting an element of randomness, she gives up the safe predictability of other arcane spellcasters. This risk allows for the potential of power greater than other casters can hope for. Of course, she also risks the potential for less power, but what is magic if not risky? Chaos is strong, and her magic often carries her to heights of power that other casters cannot reach—but chaos is also fi ckle, and her spells sometimes fall short of her expectations. In addition, from time to time her spells unfold in spectacular wild surges that might prove catastrophic to the wild mage
and her companions. The wild mage accepts this as the price of her convictions.
Sorcerers are naturally intrigued by the study of wild magic. The act of unchaining their spells from the safe- guards and controls built into these time-honored formulas appeals to many of them. One might suppose that few wizards would be drawn to the spontaneity and unpredict- ability of wild magic, but in fact many wizards do become wild mages, seeking to explore and harness the power of chaos.
Wild mages tend to be solitary innovators. They have little contact with their fellow spellcasters, since wild mages can’t really learn from them. Rumors persist of a secretive Prismatic Cabal of wild mages who cloister themselves within the depths of Limbo to experience the power of chaos fi rsthand.
Capricious and powerful, NPC wild mages act much like chaotic sorcerers and wizards. Some are heroes who join parties crusading against tyranny and evil, while others are villains who revel in the chaos of destruction and disaster. A few wild mages (generally not good-aligned ones) believe that the power of their magic increases as the amount of chaos and uncertainty in the world around them rises, and therefore they bend their efforts toward instigating catastrophes of all kinds.
Adaptation: A twist on this class might include the
concept that wild mages do not so much exploit instabili- ties in the magic as create those instabilities themselves with their skewed technique. The proliferation of such casting could possibly lead to geographic or ecological
Revena Callordin, a wild mage
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Wild mages are particularly adept at exploiting zones of wild magic, and they are much less likely to experience deleteri- ous effects while casting spells within wild magic zones. Wild mages can roll twice on Table 2–1: Wild Magic Effects in Chap-
ter 2 of the FORGOTTEN REALMS Campaign Setting and choose the
preferred result. For example, a wild mage who rolls a result of 37 (nothing happens) and a result of 57 (spell functions normally) would choose the second result.
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Table 2–22: The Wild MageBase Attack Fort Ref Will
Level Bonus Save Save Save Special Spells per Day/Spells Known
1st +0 +0 +2 +0 Wild magic +1 level of existing arcane spellcasting class
2nd +1 +0 +3 +0 Random deflector 1/day +1 level of existing arcane spellcasting class
3rd +1 +1 +3 +1 Student of chaos +1 level of existing arcane spellcasting class
4th +2 +1 +4 +1 — +1 level of existing arcane spellcasting class
5th +2 +1 +4 +1 Random deflector 2/day +1 level of existing arcane spellcasting class
6th +3 +2 +5 +2 Chaotic mind +1 level of existing arcane spellcasting class
7th +3 +2 +5 +2 — +1 level of existing arcane spellcasting class
8th +4 +2 +6 +2 Random deflector 3/day +1 level of existing arcane spellcasting class
9th +4 +3 +6 +3 Reckless dweomer +1 level of existing arcane spellcasting class
10th +5 +3 +7 +3 Wildstrike +1 level of existing arcane spellcasting class
consequences that are strange at the least, or, at worst, step- ping stones to disaster.
Hit Die: d4.
Requirements
To qualify to become a wild mage, a character must fulfi ll all the 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 Skills
The 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), Profes- sion (Wis), Spellcraft (Int), and Use Magic Device (Cha). Skill Points at Each Level: 2 + Int modifi er.
Class Features
All the following are class features of the wild mage prestige class.
Weapon and Armor Profi ciency: Wild mages gain no profi ciency with any weapon or armor.
Spells per Day/Spells Known: At each level, a wild
mage gains new spells per day (and spells known, if applicable) as if she had also gained a level in an arcane spellcasting class to which she belonged before adding the prestige class level. She does not, however, gain any other benefi t a character of that class would have gained (such as the bonus feat sometimes gained by a wizard). If she had more than one arcane spellcasting class before becoming a wild mage, she must decide to which class to add each level for the purpose of determining spells per day and spells known.
Wild Magic: A wild mage casts spells differently from any other arcane spellcaster. She reduces her caster level by 3 for all spells she casts from now on. However, every time she casts a spell, her use of wild magic adds 1d6 to her adjusted caster level. For example, an 8th-level sorcerer/1st-level wild mage
has a base caster level of 6th, not 9th, but her actual caster level varies from 7th to 12th for every spell she casts. Caster level affects all level-based variables of a spell, including spell penetration checks.
Random Defl ector (Su): At 2nd level and higher, a wild mage has the ability to protect herself from certain attacks with this ability. Using this ability is an immediate action (see page 86), which means that a wild mage activates it when it is not her turn. When activated, the random defl ector lasts until the beginning of the wild mage’s next turn.
The random defl ector redirects ranged attacks, ranged touch attacks, and individually targeted spells (spells desig- nating the wild mage as the sole target, but not area spells striking an area in which she happens to be the sole target) so that they instead attack or affect a random target within 20 feet of the wild mage. A wild mage includes herself and her allies among the possible new targets. Any creature targeted by a defl ected attack is attacked or affected normally, so an attack roll is made normally against the new target’s AC, the new target receives a saving throw if a spell or effect allows one, and so on. A wild mage can use this ability once per day at 2nd level, two times per day at 5th level, and three times per day at 8th level.
Student of Chaos (Ex): Whenever a wild mage of 3rd level or higher uses a magic item that offers a randomly determined effect (such as a bag of tricks or rod of wonder), she can roll twice and choose between the two results. If a random roll is made only once to determine the nature or contents of a device (for example, a robe of useful items or an
iron fl ask), a wild mage gains no special advantage.
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Chaotic Mind (Su): When a wild mage reaches 6th level,
the power of chaos infuses her mind. She gains immunity to
confusion and insanity spells and effects, and she is shielded
by a continuous nondetection effect (as the spell).
Reckless Dweomer (Su): At 9th level and higher, a wild
mage knows how to spontaneously convert her own spell energy into random, unpredictable results. As a standard action, she can eliminate a prepared spell or spell slot of at least 1st level to create an effect similar to that of activating a rod of wonder. The character’s student of chaos ability (see above) applies when she uses her reckless dweomer ability. See page 237 of the Dungeon Master’s Guide for details on the
rod of wonder.
Wildstrike (Sp): At 10th level, a wild mage gains the
ability to make a wildstrike once per day. A wildstrike affects a single creature within 60 feet, surrounding the creature in an aura of shimmering rainbow colors for 2d6 rounds. Spell resistance applies, but the target receives no saving throw. While a wildstrike is in effect, there is a 50% chance each time the affected creature casts a spell or uses a spell-like ability that its intended action fails. Instead, the creature rolls as if it had activated a rod of wonder (see page 237 of the Dungeon
Master’s Guide).