Help me with my MBEG wizard

Whizbang Dustyboots

Gnometown Hero
(Medium Bad Evil Guy)

I hadn't planned on statting him out yet, since I didn't expect the players to interact with him in any sort of combat capacity until much later, but as usual, I underestimated the chaos effect of players on a game. So, it's time to give him more concrete stats before the rules lawyer comes at me for making him some sort of DMPC (he's not one).

Picture Gargamel, if Gargamel was from Conan's Stygia.

He's a Neutral Evil (secretly) Set-worshipping transmuter around 9th level with a cat familiar, probably no prestige class. Because he's a real crapweasel, he should always have escape spells prepared, although he's too low a level, I think, for Sudden Quicken. He also needs a fair amount of spells that can be cast with only verbal components and spells that are naturally a swift or immediate action to cast.

His alignment is magically shielded and either he has magical assistance lying or he's just really, really good at it.

There should be a fair amount of snake flavor to his spells, but not so much that he's a one-trick pony. (He also hunts tiny fey to transmute into gold with a unique spell, for instance.)

Suggestions very welcome.
 

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New spell: Serpent Bolt of Khenemet-Apep

Serpent Bolt of Khenemet-Apep
Evocation [Acid]

Level: Sor/Wiz 1
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Targets: One creature
Duration: One round/level
Saving Throw: Fortitude
Spell Resistance: Yes

A translucent green glowing serpent wriggles forth from your fingertip and leaps through the air at its target.

The bolt strikes unerringly, dealing 1d6 points of acid damage, even if the target is in melee combat or has less than total cover or total concealment. Specific parts of a creature can’t be singled out. Inanimate objects are not damaged by the spell. Once the serpent has bitten a target, it remains locked onto the target, its teeth pumping forth more acidic venom, doing an additional 1 point of damage. The serpent remains attached for one round per level, unless "killed" and removed. The serpent bolt has hit points equal to the caster's level and armor class 10.
 

New spell: Speak with Serpents

Speak with Serpents
Divination
Level: Clr 0, Sor/Wiz 0

As speak with animals, but the spell only works on snakes. The spell was originally developed by the faithful of Set in Kem.
 

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