Red Wizards of Thay
#1
The Red Wizards are synonymous with Thay. They are the rulers of the land and the epitome of its evil and corruption. And, fortunately, it is possible for a player character to become one!

The Red Wizard faction is different from the others in Thay since it is very restrictive and its members can eventually become one of the primary rulers of Thay. For those individuals interested in creating a character that will aspire to become a Red Wizard, make sure you review the following requirements and information. These requirements for becoming a Red Wizard of Thay are taken from the 3rd edition Forgotten Realms Campaign Setting sourcebook. They are as close to that source material as the NWN game mechanics allow.

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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.
While it is possible for a sorcerer or bard to become a Red Wizard, such misfits are ridiculed in their homeland and are incredibly rare.

Race: Human
Alignment: Any non-good
Skills: Spellcraft 8 ranks
Feats: A total of three metamagic feats or item creation feats
Spellcasting: Ability to cast 3rd-level arcane spells
Notoriety: The character will also need to achieve a fair amount of notoriety to be noticed by a Red Wizard and become an apprentice since any player characters are not selected as an apprentice at birth.
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A Red Wizard Apprentice will be provided an opportunity to take the Red Wizard trials and become a full Red Wizard when the following conditions are met.

Spellcasting: Ability to cast 5th-level arcane spells
Notoriety: The character will also need to achieve a considerable amount of notoriety to be considered worthy of becoming a Red Wizard.
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Game Mechanics Considerations
-Becoming a Red Wizard in the Thay PW should not be considered achieving a prestige class, but rather joining a faction

-All wizard characters aspiring to become a Red Wizard must choose a school in which to specialize

-When all the requirements to become a Red Wizard Apprentice have been met, the PC will be selected and the trials to become a Red Wizard Apprentice automatically begin

-Red Wizard Apprentices cannot own houses or other buildings. Until they become full Red Wizards, the only 'home' they are allowed is their master's tower

-When all the requirements to become a Red Wizard have been met, the PC will automatically be transported to the very dangerous Red Wizard Trials

-If an individual dies in either the Apprentice or full Red Wizard trials, their mysterious allies will no longer save them from death. Joining the Red Wizards is a one-time, very dangerous opportunity that could result in a long-term character's death - so prepare well once you reach the trials and take things slow!

-Upon successful completion of the trials, the PC becomes a Red Wizard which includes the following primary benefits -
1.) Can summon their Red Wizard apprentice once every two game hours
2.) Can summon their Thayan Knight once every two game hours
3.) Cast vote for Zulkir of their school
4.) Increased amount of notoriety awarded to other PCs when a Red Wizard PC gives another PC a roleplaying XP award
5.) Increased amount of notoriety they receive (either from PC roleplaying XP awards, DM XP awards, or automated XP awards such as those received by completing quests)
6.) Discount at many merchants throughout Thay
7.) Discounted purchase price for building deeds from Deedmasters of all Tharchs
#2
This is just an update to bring focus to this post as it has recently been modified to include full details for becoming a Red Wizard.
#3
Just looking for a little clarification , the feats required must be three meta magic feats OR three item creation feats ? ..or can we mix the two feat types for a total of three ?

Thanks in advance for any replies
#4
"Feats: A total of three metamagic feats or item creation feats"

So yes, it can be a mix of the two. And you already get scribe scroll for free just by being a wizard, so you basically only need two more feats. (either metamagic, or craft)
#5
Clarification: Are red wizards not supposed to get an increase to the limit of their bank accounts?
Currently Playing:

Galambos Thrune - Griffon Knight
Archibold Vanderdaghast - Palemaster
Anders Maerklos - Spellsword
Chessala Zolond - Yathrin d'Lolth
#6
No, that is a perk reserved for the unaffiliated merchant/mercenary faction. Merchants/mercenaries get double the limit allowed everyone else - including Red Wizards. Red Wizards have enough other perks. Merchants get an increase for the IC explanation that the zulkirs make things easier for true merchants without conflicting priorities to hold more money indpendently to help bolster the economy of Thay, etc, etc.


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