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[d20 / D&D 3.5] d100 NPCs Thread
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<blockquote data-quote="Elder-Basilisk" data-source="post: 1917406" data-attributes="member: 3146"><p>#77 - <span style="color: Yellow"><strong>Wizard for Hire</strong></span></p><p><strong>Wizard 11</strong>; Source (PHB, Complete Arcane)</p><p></p><p>A wizard for hire is a high level wizard who has attained a degree of power and influence. He may be a ranking member in a wizard's guild, the advisor of a local ruler, or a reclusive sage. Whatever he is, however, knowledge and magic are his stock in trade. Not magic items--he can make some, like any other wizard, but doesn't make a business of that. Not the kind of spells that require risk either. Fireballing groups of orcish raiders isn't his cup of tea either. Instead, he does divinations and answers questions. Like any good wizard, however, he had it drilled into his head that he always ought to be prepared for an assault by those jealous or afraid of his power.</p><p></p><p>He probably lives in a tower patrolled by bound guardians and warded against entry with Arcane Lock and alarm spells. He may have an apprentice to answer the door and do drudge work or, if he's the more amicable sort, he may have some servants and keep a social calendar. None of that prevents him from taking proper precautions though.</p><p></p><p><u>Alignment:</u> Any.</p><p></p><p><strong>Entry's name:</strong> Human Wizard, 11th-lvl.</p><p><strong>Combat:</strong> AC= 16 (touch 12, flat-footed 15); Hit-points: 34; Initiative: +1; Speed: 30; BAB +5, Grap +5, melee: +6 (1d6, quarterstaff), ranged: +7 (1d4, 19-20, dagger).</p><p><strong>Saves:</strong> Fort +7, Ref +6, Will +10.</p><p><strong>Abilities:</strong> Str 10 (+0), Dex 13 (+1), Con 10 (+0), Int 18 (20) (+5), Wis 12 (+1), Cha 14 (+2).</p><p><strong>Racial Traits:</strong> <em>Human</em>: Bonus Feat and Skill Points, favored class: any.</p><p><strong>Skills:</strong> Concentration: +8 (+12 to cast defensively or while pinned) 8r, Craft: Alchemy +15 10r, Craft: Glassblowing +9 4r, Decipher Script +10 5r, Diplomacy +6 0r, Knowledge: Arcana +19 14r, Knowledge: Dungeoneering +10 5r, Knowledge: Local +10 5r, Knowledge: History +15 10r, Knowledge: Nature +10 5r, Knowledge: Nobility and Royalty: +10 5r, Knowledge: The Planes +19 14r, Sense Motive +3 0r, Spellcraft +21 14r Use Magic Device +5 (+7 for scrolls) 1r cc.</p><p><strong>Feats and Powers:</strong> Alertness (familiar), Combat Casting, Cooperative Casting, Craft Wondrous Item, Extend Spell, Negotiator, Quicken Spell, Scribe Scroll (b), Spell Penetration.</p><p><strong>Equipment:</strong> Rat familiar, masterwork quarterstaff, masterwork cold iron dagger, +1 ring of protection, +2 headband of intellect, +2 cloak of resistance, Amulet proof against detection and location, Heward's Handy Haversack, Wand of Magic Missiles (clvl 7, 21 charges), Wand of Light (clvl 1, 42 charges), Pearl of Power I, Research Library, Alchemical Lab, Spellbook, Scrolls: Identify x2, Shield, Fox's Cunning, Locate Object, Comprehend Languages x3, Analyze Dweomer, Cure Light Wounds x5 (divine), Divine Favor x5 (divine), Lesser Restoration x3 (divine), Shield of Faith x2 (divine).</p><p></p><p><strong>Spells Prepared</strong> 4+1/6+1/5+1/5+1/4+1/3+1/2+1; Base DC 15+spell level (Divination Specialist, Illusion Banned)</p><p></p><p>0--Detect Magic, Mage Hand, Message, Open Slot, Read Magic; 1st--Comprehend Languages, Endure Elements, Magic Missile, Identify, Open Slot, Unseen Servant; 2nd--Detect Thoughts, Extended Mage Armor, Fox's Cunning, Open Slot, Scorching Ray; 3rd--Clairaudience/Clairvoyance, Lightning Bolt, Magic Circle Against Evil, Open Slot, Suggestion,Tongues, 4th--Detect Scrying, Dimensional Anchor, Fear, Open Slot, Scrying; 5th--Guards and Wards, Open Slot, Quickened Magic Missile, Sending; 6th--Analyze Dweomer, Legend Lore, Quickened Scorching Ray</p><p></p><p><strong>Spellbook</strong></p><p>0--All non-illusion PHB spells</p><p>1--Alarm, Cause Fear, Charm Person, Comprehend Languages, Endure Elements, Feather Fall, Identify, Lesser Fire Orb, Mage Armor, Magic Missile, Ray of Enfeeblement, Shield, True Strike, Unseen Servant; 2--Arcane Lock, Detect Thoughts, Eagle's Splendor, False Life, Fox's Cunning, Glitterdust, Locate Object, Owl's Wisdom, Resist Energy, See Invisibility, Scorching Ray; 3--Arcane Sight, Clairaudience/Clairvoyance, Daylight, Dispel Magic, Gaseous Form, Heroism, Lightning Bolt, Magic Circle Against Chaos, Magic Circle Against Evil, Magic Circle Against Law, Suggestion, Tongues; 4--Arcane Eye, Bestow Curse, Charm Monster, Detect Scrying, Dimensional Anchor, Fear, Locate Creature, Remove Curse, Scrying; 5--Baleful Polymorph, Break Enchantment, Contact Other Plane, Dismissal, Guards and Wards, Prying Eyes, Sending, Teleport; 6--Analyze Dweomer, Contingency, Geas, Legend Lore, Planar Binding</p><p></p><p><strong>Note:</strong> This character can be adapted to a specialist in any field of study by swapping the knowledge skill with Knowledge: planes. At the moment, he's set up as a kind of knowledge broker and summoner. He will generally use guards and wards on his lair and keeps his extended mage armor and detect scrying up all day as well. His contingency currently casts an appropriate resist energy on him if he is ever in a position ot take damage from acid, cold, electricity, fire, or sonic energy.</p></blockquote><p></p>
[QUOTE="Elder-Basilisk, post: 1917406, member: 3146"] #77 - [COLOR=Yellow][B]Wizard for Hire[/B][/COLOR] [B]Wizard 11[/B]; Source (PHB, Complete Arcane) A wizard for hire is a high level wizard who has attained a degree of power and influence. He may be a ranking member in a wizard's guild, the advisor of a local ruler, or a reclusive sage. Whatever he is, however, knowledge and magic are his stock in trade. Not magic items--he can make some, like any other wizard, but doesn't make a business of that. Not the kind of spells that require risk either. Fireballing groups of orcish raiders isn't his cup of tea either. Instead, he does divinations and answers questions. Like any good wizard, however, he had it drilled into his head that he always ought to be prepared for an assault by those jealous or afraid of his power. He probably lives in a tower patrolled by bound guardians and warded against entry with Arcane Lock and alarm spells. He may have an apprentice to answer the door and do drudge work or, if he's the more amicable sort, he may have some servants and keep a social calendar. None of that prevents him from taking proper precautions though. [U]Alignment:[/U] Any. [B]Entry's name:[/B] Human Wizard, 11th-lvl. [B]Combat:[/B] AC= 16 (touch 12, flat-footed 15); Hit-points: 34; Initiative: +1; Speed: 30; BAB +5, Grap +5, melee: +6 (1d6, quarterstaff), ranged: +7 (1d4, 19-20, dagger). [B]Saves:[/B] Fort +7, Ref +6, Will +10. [B]Abilities:[/B] Str 10 (+0), Dex 13 (+1), Con 10 (+0), Int 18 (20) (+5), Wis 12 (+1), Cha 14 (+2). [B]Racial Traits:[/B] [I]Human[/I]: Bonus Feat and Skill Points, favored class: any. [B]Skills:[/B] Concentration: +8 (+12 to cast defensively or while pinned) 8r, Craft: Alchemy +15 10r, Craft: Glassblowing +9 4r, Decipher Script +10 5r, Diplomacy +6 0r, Knowledge: Arcana +19 14r, Knowledge: Dungeoneering +10 5r, Knowledge: Local +10 5r, Knowledge: History +15 10r, Knowledge: Nature +10 5r, Knowledge: Nobility and Royalty: +10 5r, Knowledge: The Planes +19 14r, Sense Motive +3 0r, Spellcraft +21 14r Use Magic Device +5 (+7 for scrolls) 1r cc. [B]Feats and Powers:[/B] Alertness (familiar), Combat Casting, Cooperative Casting, Craft Wondrous Item, Extend Spell, Negotiator, Quicken Spell, Scribe Scroll (b), Spell Penetration. [B]Equipment:[/B] Rat familiar, masterwork quarterstaff, masterwork cold iron dagger, +1 ring of protection, +2 headband of intellect, +2 cloak of resistance, Amulet proof against detection and location, Heward's Handy Haversack, Wand of Magic Missiles (clvl 7, 21 charges), Wand of Light (clvl 1, 42 charges), Pearl of Power I, Research Library, Alchemical Lab, Spellbook, Scrolls: Identify x2, Shield, Fox's Cunning, Locate Object, Comprehend Languages x3, Analyze Dweomer, Cure Light Wounds x5 (divine), Divine Favor x5 (divine), Lesser Restoration x3 (divine), Shield of Faith x2 (divine). [b]Spells Prepared[/b] 4+1/6+1/5+1/5+1/4+1/3+1/2+1; Base DC 15+spell level (Divination Specialist, Illusion Banned) 0--Detect Magic, Mage Hand, Message, Open Slot, Read Magic; 1st--Comprehend Languages, Endure Elements, Magic Missile, Identify, Open Slot, Unseen Servant; 2nd--Detect Thoughts, Extended Mage Armor, Fox's Cunning, Open Slot, Scorching Ray; 3rd--Clairaudience/Clairvoyance, Lightning Bolt, Magic Circle Against Evil, Open Slot, Suggestion,Tongues, 4th--Detect Scrying, Dimensional Anchor, Fear, Open Slot, Scrying; 5th--Guards and Wards, Open Slot, Quickened Magic Missile, Sending; 6th--Analyze Dweomer, Legend Lore, Quickened Scorching Ray [b]Spellbook[/b] 0--All non-illusion PHB spells 1--Alarm, Cause Fear, Charm Person, Comprehend Languages, Endure Elements, Feather Fall, Identify, Lesser Fire Orb, Mage Armor, Magic Missile, Ray of Enfeeblement, Shield, True Strike, Unseen Servant; 2--Arcane Lock, Detect Thoughts, Eagle's Splendor, False Life, Fox's Cunning, Glitterdust, Locate Object, Owl's Wisdom, Resist Energy, See Invisibility, Scorching Ray; 3--Arcane Sight, Clairaudience/Clairvoyance, Daylight, Dispel Magic, Gaseous Form, Heroism, Lightning Bolt, Magic Circle Against Chaos, Magic Circle Against Evil, Magic Circle Against Law, Suggestion, Tongues; 4--Arcane Eye, Bestow Curse, Charm Monster, Detect Scrying, Dimensional Anchor, Fear, Locate Creature, Remove Curse, Scrying; 5--Baleful Polymorph, Break Enchantment, Contact Other Plane, Dismissal, Guards and Wards, Prying Eyes, Sending, Teleport; 6--Analyze Dweomer, Contingency, Geas, Legend Lore, Planar Binding [B]Note:[/B] This character can be adapted to a specialist in any field of study by swapping the knowledge skill with Knowledge: planes. At the moment, he's set up as a kind of knowledge broker and summoner. He will generally use guards and wards on his lair and keeps his extended mage armor and detect scrying up all day as well. His contingency currently casts an appropriate resist energy on him if he is ever in a position ot take damage from acid, cold, electricity, fire, or sonic energy. [/QUOTE]
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