The Dragonlance Nexus

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True Renegade

D&D 3e (3.0/3.5) Rules

by Krain Bloodwun


Renegades. For far too long they have been hunted by the conclave, but does the Conclave truly frown upon those who refuse to take the test? It is a widely known fact that the Wizards of High Sorcery have always produced the most powerful wizards. Few realize that some of these wizards can even bend the laws of time. For one to truly evade the Conclave it takes a skill and level of power that is unmatched. Yet some have managed to do just that.

From its inception the Conclave's main focus was to preserve the balance. A balance that even the most learned sages cannot begin to understand. This is not the balance of magic as most common people believe. It is the balance between gods and mortal men. As it happens, it was wizards who were the first to disturb that balance. Careful research will prove that this balance was also disturbed by a non-wizard in the form of a Knight who lived long ago by the name of Huma. Huma challenged the god Takhisis and was victorious, thereby disturbing the balance and interfering with divine law.

But before I dive into a more ideological topic I shall simply state as fact that there are many unwritten laws put in place and enforced by the High God. Knowledge of such laws may allow a mortal man to ascend into godhood. But such proof at this time remains undiscovered.

In truth the gods taught us magic not because they truly had the desire but because it became a necessity, when mortals were first touched by the magic of the Grey. It became obvious to the gods that mortals would soon get curious and would begin to question their place on Ansalon. In time they may very well discover the laws of the High God and once again disturb the balance. As a means to prevent this, the gods taught mortal men magic and instituted the test of High Sorcery. This had two underlying purposes. The first was to teach a restrictive form of magic thereby limiting what a mortal being could do with it. Thus if you live by the teachings of the Conclave you will never exceed the limitations placed by the gods. The second was to prevent free thinking that would promote research into the world beyond mortals and the laws of the gods. For if such things were ever discovered by mortal man, gods would be forced to share the cosmos with them.

As a result the gods created Three Orders. Then they gave the Conclave the responsibility to convert those who were awakened by the Grey Gem or destroy them if they show any inclination to a higher learning that was not of their teaching. And so the term renegades was born. Many of these mortals awakened by the Grey Gem were hunted and killed. It should be noted that these awakened being did not all wield magic in the form of spell but were able to perform feat that were beyond what normal mortals could do. But for some, an awakened mind gave them the means to exist beyond the reach of the Conclave and they survived.

But to clarify the difference between a Common Renegade and a True Renegade I submitted to you my research.

A common renegade as viewed by the common folk is a being that possesses magical talents in the ways of spell but has not submitted to the will of the Conclave. A little known fact is that the Wizard Conclave will occasionally misplace certain tomes of magic where renegade are sure to find them. Most times these tomes have powerful spells in them but not beyond the Conclave's control. The reason they do this again is to gear the renegade to an acceptable form of magic approved by the Conclave and the gods. While the renegade dabbles in the tome the Conclave baits and hooks them with promise of more power. Many after a complete study of these tomes take the test willing. A subdue way of preventing any research into unauthorized magic.

A True Renegade as viewed by the Conclave is a being that has a natural gift for magic, casting spells that can not be explained or spell effects that defy the balance between mortals and gods. These magic should not be in the hand of mortals unless controlled by a god either through direct divine intervention or through artifacts and relics. Such casters could easily loose control of these magic which could have grave consequences. In this case they measure the control of the magic against the power of the magical effect. There are some that believe that Beldinas Pilofiro the Kingpriest was a renegade Priest that lost control of the magic resulting in the Cataclysm.

A True Renegade Wizard as viewed by the Conclave is a being that has a natural talent for magic and has managed to perform some in unorthodox research in the form of but not limited to: Blood Magic, Chaos Magic, Chronomancy, Divine Magic, Planar Magic.

Other characteristics known have been as follows:

A True Renegade ability to see, taste, smell, hear, and touch magic with heighten natural sense. They understand magic as normal being understand basic needs for Hunger, Thirst, and Shelter. This basic connection to magic makes them extreme dangerous to the Conclave. What's worse is that this connection can occurred at any time in the life of a mortal being. Scholars believe that it can be triggered but don't know how. What is known is that the being is filled with a lust like emotion. Those overcome with this emotion can not control the magic nor do the want too. They completely give in to it, their minds now open care little for life and death all they know is unending pleasure and power beyond their control. Few are fortunate enough to overcome this stage. Most die naturally overcome by this magical connection.

Those that do survive experience a rebirth in their new sense particularly towards magic. When a spell is cast in their present they expand all their sense and experience the magic in ways that normal caster can not. They acquire knowledge to the source of the magic. Complete bypassing the method of the casting. From these springs of raw magic they can retrace the casting. When a spell is recreated in this way by a renegade it is offend unstable lacking the appropriate constrain that allow normal caster the ability to control the magic . These spell can be writing down but rarely are. Most renegade know that to do so would be an open invitation sent to Conclave alerting them of their presents. The Wizard of High Sorcery has developed spells that can detect renegade magic in their writing form from great distant.

True Renegade have a heightened sense of observing things that most casters do not. When a trained wizard cast a spell in the present of a true renegade, The true renegade can hear every word of the spell as it was memorize, not just the trigger used in the. They obtain a greater fundamental understanding of the magic, to attempt to recreate the spell. When a sorcerer cast a spell in the present of a true renegade the true renegade can feel the casting as if he had cast the spell himselves and become in tune with the spell. And perhaps the greatest ability of all...

When a divine spell is cast they sense the gods granting the power and can tap in their Divine essence. It is for this reason only that true renegade are hunted.

The True Renegade
Level Base Attack Bonus Spell Casting Bonus Fort Save Ref Save Will Save Special 0   1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +1 1 +1 +1 +1 Four domains/schools 2 */1 - - - - - - - -
2nd +1 1 +1 +1 +1 - 2 */2 - - - - - - - -
3rd +2 2 +2 +2 +2 - 2 */3 */1 - - - - - - -
4th +2 3 +2 +2 +2 Bonus domain/school 2 */4 */2 - - - - - - -
5th +3 4 +3 +3 +3 Bonus feat 2 1/3 */3 */1 - - - - - -
6th +3 4 +3 +3 +3 Bonus domain/school 3 1/3 */4 */2 - - - - - -
7th +4 5 +4 +4 +4 - 3 1/4 1/3 */3 */1 - - - - -
8th +4 6 +4 +4 +4 - 3 1/4 1/3 */4 */2 - - - - -
9th +5 7 +5 +5 +5 Bonus domain/school 3 1/4 1/4 1/3 */3 */1 - - - -
10th +5 7 +5 +5 +5 Bonus feat 3 2/3 1/4 1/3 */4 */2 - - - -
11th +6/+1 8 +6 +6 +6 Bonus domain/school 4 2/3 1/4 1/4 1/3 */3 */1 - - -
12th +6/+1 9 +6 +6 +6 - 4 2/3 1/4 1/4 1/3 */4 */2 - - -
13th +7/+2 10 +7 +7 +7 - 4 2/3 2/3 1/4 1/4 1/3 */3 */1 - -
14th +7/+2 10 +7 +7 +7 Bonus domain/school 4 2/3 2/3 1/4 1/4 1/3 */4 */2 - -
15th +8/+3 11 +7 +7 +7 Bonus feat 4 3/2 2/3 2/3 1/4 1/4 1/3 */3 */1 -
16th +8/+3 12 +8 +8 +8 Bonus domain/school 5 3/2 2/3 2/3 1/4 1/4 1/3 */4 */2 -
17th +9/+4 13 +8 +8 +8 - 5 3/2 2/4 2/3 2/3 1/4 1/4 1/3 */3 */1
18th +9/+4 13 +9 +9 +9 - 5 3/2 3/3 2/3 2/3 1/4 1/4 1/3 */4 */2
19th +10/+5 14 +9 +9 +9 Bonus domain/school 5 3/3 3/3 3/2 2/3 2/3 1/4 1/4 1/3 */3
20th +10/+5 15 +9 +9 +9 Bonus feat 5 3/3 3/3 3/2 2/3 2/3 1/4 1/4 1/3 */4

Class Skills: Concentration, Decipher Script, Diplomacy, Disguise, Gather Information, Knowledge (arcana), Knowledge (religion), Knowledge (the planes), Spellcraft.

Skill Points at 1st level: (2 + Int modifier) X 4
Skill Points at Each Additional Level: 2+ Int modifier

Weapon and Armor Proficiency: Renegades are proficient with all simple weapons, but not with any type of Shield or Armor.

Spells: True Renegade Wizard has some advantages over their conclave counter parts even over sorcerer and Thorn Knights.

A true renegade is not limited by the spell he can select regardless weather they are Arcane or Divine. This is what make a true renegade so dangerous to the Conclave and for that matter all Divine Orders. Further more a True Renegade does not need to prepare his spell as wizards do. Although they can learn spell as normal wizard do from books or scroll. They cast them through sheer force of will. By focusing and concentrating they call the spell as if memorized. Like normal wizard they have no limits in the number of spell they can learn. However unlike normal wizard they can intercept prayer from cleric to gods and gods to cleric. Through this form of eavesdropping, the renegade gains the ability to learn and understand Divine Magic giving then the power to call it without the blessing of the gods. While not an easy feat to accomplish those trained to high degree of Spell craft can succeed True Renegade can used this ability against all caster, they can sense the magic of all caster as spell are being cast and attempt reconstruct it into a raw system of magic that can duplicates magical effect.

Schools and Domains: When a renegade select a school or domain, the renegade obtains a greater understanding of it, which allows them to pickup and learn spell or prayer simply by being present while the spell is cast. The Renegade must make a Spellcraft check (DC 14 + spell level). Once a domain or school has been selected, the caster can attempt to learn a spell or prayer from that domain or school by being a witness to its casting. If the check fails he must wait until he is one level higher as a renegade and must hears the spell being cast again.

This Spellcraft roll can be modify by the following conditions:

  • -2 if the spell or prayer is being thought
  • -1 if the spell has been previously been cast on the renegade assuming he survive it
  • -1 if the renegade has access to the spell in writing form
  • +1 if the renegade is moving faster then base his base movement speed
  • +2 if the spell is being targeted at him
  • +4 if the spell is harmful in nature

Spells per Level: The accompanying table has two listings for spells per day. The first number is the number of spells of that spell level a renegade can cast without any chance of spell failure. These are cast much like a sorcerer casts his spells, and must belong to one of the renegade's schools or domains.

The second number is the amount of additional spells that can be cast by making a successful Spellcraft check (DC 14 + spell level). Different situations can modify the difficulty class, making it easier or harder to cast a spell.

Example 1: A third-level renegade could cast 3 first-level spells and 1 second-level spell, but would have to make a Spellcraft check for each spell.
  Example 2: A fifth-level renegade could cast 1 first-level spell without any need for a Spellcraft check. The other spells (3 first-level, 3 second-level, and 1 third-level) could only be cast after making a successful Spellcraft check.

As the renegade become stronger he is able to call on his magic without failing. Normally the first spells cast after a the renegade has rested for 8 hour have little chance of failing, starting 5th level he is able to cast one 1st level spell at will these increase as he gets stronger.

When a casting does fail, the spells creates a backlash of magic producing some undesired affect. Many of which are fatal if the attempted spell is of third level or higher. The backlash is usually level related. Example a renegade is casting a second level spell; arcane lock which fails. Could receive a magical backlash of summon monster II a second level spell or any spell of 2nd level or lower. The spell must be harmful to the renegade and target first and foremost the renegade.

On the other hand for every two points over the needed on the spell craft check, the renegade may increase the level so a third level spell need a spell craft check 16. On modify total roll of 20 the spell is cast as a 5th level spell, on a modify roll of 22 the spell is cast as a 6th level spell and so on. At this point the caster can apply any of feats even if he does not have them:

  • Empower Spell: +4 added to Spellcraft roll
  • Enlarge Spell: +2 added to Spellcraft roll
  • Extend Spell: +2 added to Spellcraft roll
  • Greater Spell Focus: +4 added to Spellcraft roll
  • Greater Spell Penetration: +4 added to Spellcraft roll
  • Heighten Spell: +6 added to Spellcraft roll
  • Maximize Spell: +6 added to Spellcraft roll
  • Quicken Spell: +8 added to Spellcraft roll
  • Silent Spell: +2 added to Spellcraft roll
  • Spell Focus: +2 added to Spellcraft roll
  • Spell Penetration: +2 added to Spellcraft roll
  • Still Spell: +2 added to Spellcraft roll
  • Widen Spell: +6 added to Spellcraft roll

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