Kender Wild Mage

by Shadow_Breed
 Climate/Terrain: Any
 Frequency: Very Rare (4% chance)
 Organization: Group
 Activity Cycle: Any
 Diet: Omnivore
 Intelligence: Genius (17-18)
 Treasure: Standard mage
 Alignment: Chaotic Good

 No. Appearing: 1-3
 Armor Class: natural 10 Robe +3
 Movement: standard
 Hit Dice: 8 HD
 THAC0: 16
 No. of Attacks: special weapon + Magic
 Damage/Attack: Special Weapon
 Special Attack: Magic, Taunt
 Special Defences: Resist 100% fear
 Magic Resistance: 20 %
 Size: small to medium
 Morale: Excellent
 XP Value: 400
General Introduction: Just your typical kender mage who borrows an item containing a pocket of wild magic. Powerful yet danderous member to havee to a party due to constant borrowing and experimenting with magical items.

Combat: Although showing no fear yhey do not prefer to attack in melee unless forced. Otherwise they begin casting spells. All kender mages posses and can use one magical weapon of any type. They are not limited to basic weapons like an average mage. (Ex: Sunsword or moonblade) PC's starting at level 1 should start out with a +1 weapon and allow upgrades every few levels. So the weapon gains power with the owner.

Habitat/Society: Tke kender wild mage is an outcast. Not due to distrust. But because they have semi uncontrolable destructive power. They usually live as hermits or find an adventuring party to follow around.

Ecology:

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