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Renegade Wizard Substitution Levels

D&D 3e (3.0/3.5) Rules

by Nighttree


Renegade Wizard

Renegades are individuals that have chosen to practice the art of "High Sorcery" outside of the guidelines and law's laid down by the Orders of High Sorcery.

Contrary to popular perception, not all Renegades are "evil" casters bent on world domination. Wizards become renegade for numerous reasons, some are afraid of taking the test, and some simply shun the idea of being "watched over". Of course there are always individuals that are drawn to "forbidden" fields of magic, and these probably make up the most common cross section of renegades.

Regardless of their motivation for becoming renegade's, their life is forever marked by difficulty's, as the conclave will go to any length to bring them back to the structured law's of the conclave, or eliminate the threat they represent.

Hit Die: d4

Requirements:

To take a Renegade substitution level, a character must be a Renegade Wizard and be about to take his 5th, 10th, or 15th level of Wizard.

Class Skills:

Renegade substitution levels have the class skills of the standard Wizard class plus Gather Information, and Use Magic Device.

Skill Points at Each Level: 2 + Int modifier.

Weapons and Armor proficiencies: Renegades are proficient with all simple weapons. They are not proficient with any type of armor or shields. Armor of any type interferes with a Renegade's arcane gestures, which can cause his spells with somatic components to fail.

Table 1-1: Renegade Wizard Substitution Levels
Class Level Base Attack Bonus Fort Save Ref Save Will Save Special
5th +2 +1 +1 +4 Obscure Knowledge
10th +5 +3 +3 +7 Forbidden Knowledge
15th +7/+2 +5 +5 +9 Confuse Detection

Class Features:

All of the following are features of the Renegade substitution levels.

Obscure Knowledge (Ex): A Renegades limited access to "formal" research material forces them to delve into obscure sources for information. They receive a +2 bonus to all Decipher Script, Gather Information and Use Magic Device checks.

This ability replaces the standard Wizards Bonus Feat at 5th level.

Forbidden Knowledge (Ex): Renegades often research schools of magic that the Order's often restrict or outright forbid. The renegade gains a +2 to the DC of any attempt to identify or counterspell spells from these fields. Examples of possible forbidden schools are outlined below. (NOTE: This list is not inclusive; DM's and Players should feel free to expand on these schools as suits their game).

  • Chaos Magic: Spells with the Chaos descriptor, and the Wild Mage Prc fall into this category.
  • Chronomancy: Note: See Tobril, issue #4 for good examples of restricted Chronomancy spells.
  • Planar: Some of the more powerful Planar spells (spells like the planar breach family of spells), as well as the Alienist class; (Note: The Planar Handbook has an interesting list of planar spells that would be restricted or forbidden).
  • Blood Magic: See the Blood Magus PrC (Carc) for examples.
  • Misc: PrC like the Acolyte of the Skin (Carc) as well as templates like Lich can be included in this category.

This ability replaces the standard Wizards Bonus Feat at 10th level.

Confuse Detection (Su): Renegades must often mask their abilities, or bluff their way through a confrontation. They develop the ability to skew the results of Detect Magic spells Directed at them or effects they have put in place. With a successful Spellcraft check (DC equal to 10 + spell level) the Renegade may shift the aura strength result by two levels in either direction (giving a false weaker or stronger reading).

This ability replaces the standard Wizards Bonus Feat at 15th level.

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