Namfoodle (3.5e NPC)
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Namfoodle is an infamous Wild Mage in the world of Faerun, and is possibly one of the most powerful known Wild Mages in Faerun since the death of Nahal.
Namfoodle appears as a 3 foot tall middle aged rock Gnome wearing blue-tinged glasses. He has a frazzled mass of black hair with a sparse "gnomish" beard, and a generally unkempt style of dress covered by his battle-worn black Robe of resistance. It is clear that he is a mage, as per the amulet and the the headband, the belt of potions around his small waist (they are in 1/2 flasks), as well as his Rods and Wands which can be seen hanging from his side. He is usually armed with one of his Rod of Wonders in hand, but not always. He carries his other important items in his Bag of holding when he is out and about.
|Male gnome wizard (wild mage) 16|
|CE Small humanoid (gnome)|
|Init/Senses||+11/low-light vision, permanent arcane sight, permanent detect magic, permanent see invisibility; Listen +1, Spot +4|
|Aura||permanent protection from law|
|Languages||Common, Gnome, Draconic, Dwarven, Elven, speak with animals 1/day (burrowing mammal only, CL 1st)|
|AC|| 29, touch 18, flat-footed 22; +4 dodge against giants|
(+1 size, +7 Dex, +8 armor, +3 deflection)
|hp||242 (16 HD)|
|Immune||bodily contact from non-chaotic summoned creatures (1d20+11 against SR), charm and compulsion effects, possession|
|Resist||permanent Nahal's nonsensical nullifierToM2E, ring of evasion|
|Fort/Ref/Will||+23/+17/+15; +2 against illusions, +2 resistance against effects from lawful creatures|
|Speed||20 ft. (4 squares)|
|Melee||psi dagger +8/3 (1d3+1/19–20)|
|Atk Options||+1 against kobolds and goblinoids|
|Special Actions||control chaos|
|Combat Gear||potion of alter self, 2 potions of cure light wounds, potion of cure serious wounds, potion of darkvision, potion of detect thoughts, potion of haste, boots of speed, rod of negation, rod of wonder I, rod of wonder II, rod of wonder IV, bag of holding type IV, staff of size alteration|
|Spells Prepared|| (CL 16th, 1d20+18 to overcome SR, +4 Concentration on defensive):|
8th—wild zoneToM2E, plus 2 open slots
7th—spell shapeToM2E, plus 3 open slots
6th—4 open slots plus 1 wild spell slot
5th—4 open slots plus 1 wild spell slot
4th—5 open slots plus 1 wild spell slot
3rd—6 open slots plus 1 wild spell slot
2nd—6 open slots plus 1 wild spell slot
1st—6 open slots plus 1 wild spell slot
0—5 open slots
|Spell-Like Abilities||(CL 1st, 1d20+3 to overcome SR, +4 Concentration on defensive):|
|Abilities||Str 11, Dex 24, Con 36, Int 27, Wis 8, Cha 8|
|Feats||Combat Casting, Craft RodB, DisciplinePGtF, Greater Spell Focus (wild magic), Improved Initiative, Maximize SpellB, Quicken SpellB, Scribe ScrollB, Spell Focus (wild magic), Spell Penetration|
|Skills||Concentration +37, Craft (alchemy) +24, Intimidate +8, Listen +1, Knowledge (arcana) +19, Knowledge (religion) +12, Knowledge (the planes) +16, Spellcraft +26, Spot +4, Tumble +13|
|Possessions||combat gear plus bracers of armor +8, ring of protection +3, gloves of dexterity +6, amulet of health +6, headband of intellect +6, ring of evasion, ring of freedom of movement (not worn), flask containing black wyrm blood, psi dagger, 15 +1 holy arrows, robe of resistance +5|
|Spellbook|| spells prepared plus |
4th—arcane eye, bestow curse, charm monster, confusion, dimension door, enervation, fear, greater invisibility, Leomund's secure shelter, lesser globe of invulnerability, locate creature, Otiluke's resilient sphere, polymorph, scrying, there/not thereToM2E, unluckToM2E, wall of ice
5th—animate dead, cloudkill, cone of cold, dismissal, dominate person, feeblemind, hold monster, magic jar, Mordenkainen's faithful hound, permanency, summon monster V, teleport, vortexToM2E, wall of force, waveformToM2E
6th—acid fog, analyze dweomer, Bigby's forceful hand, chain lightning, circle of death, disintegrate, eyebite, flesh to stone, globe of invulnerability, greater dispel magic, legend lore, Otiluke's freezing sphere, repulsion, Tenser's transformation, wildstrikeToM2E, wildshieldToM2E
7th—Bigby's grasping hand, delayed blast fireball, finger of death, mage's magnificent mansion, plane shift, power word stun, prismatic spray, reverse gravity, simulacrum, summon monster VII, greater teleport
|Control Chaos (Su)||As a Wild Mage, Namfoodle can have a 50% chance to completely control the outcomes of chaotic magic items (items that give random results), such as a Rod of Wonder or Deck of Many Things (which is how Namfoodle has such a great income).|
|Weapon Familiarity (Ex)||Namfoodle may treat gnome hooked hammers as martial weapons rather than exotic weapons.|
- Namfoodle has a net income substantially higher than the recommended net income for a 16th level character in the DMG. The +2 to his CR somewhat accounts for this.
- "All" means all spells found in PHB as well as all Wild Magic spells found in 2e Tome of Magic.
- Note: 2nd Edition Wild Mage: Namfoodle functions as second edition wild-mage template found in the Tome of Magic added on to a 3.0 edition specialist wizard. He uses wild magic spells adapted to 3.0 edition from the 2nd edition Tome of Magic, and uses the charts in that book for his wild surges and wild mage spell casting checks.
- Note: Rods of Wonder (II) and (IV) are custom Rods created by Namfoodle which function basically the same as the Rod of Wonder except they have different random effects. Apparently, Namfoodle possesses a latent Psionic ability, which he discovered about wielding the Psi Dagger. However, he is not interested in exploring or developing his abilities any further.
- Namfoodle has chosen not to have a familiar.
Namfoodle Goodnose was born in the Gnomish village of Underberry in Missledale around 1305 DR. He was said by the village to be a child of phenomenal durability and toughness, even among Gnomes (he has never contracted any illness in his life and has said to have fallen 40 ft at the age of 5 and only sustain a bruise). His magical talent was also identified very early and at 10 he was chosen to train to become the village's protector illusionist, but Namfoodle started experimenting with Wild Magic when he discovered a wild zone outside his village. His experimentation continued to such a degree that he was shunned from his family and the village, and he became an adventurer.
Namfoodle was involved in minor exploits in the Missledale and Battledale areas for sometime afterward, steadily rising in power and somehow managing to avoid killing himself (as most budding wild mages do inevitably) as well as the wrath of Mystra for using the Broken Weave. In time, Namfoodle become one of the most respected young mages among practitioners of Wild Magic and Shadow Magic, and had become to attract attention to the general magic community for both his talent and his unstable personality. In 1371 DR his power as a mage in the area was such that he was invited by Elminster to become a member of the Party of the Staff; to search out and retrieve pieces of the Staff of Mystra, that had since been separated and stolen by various groups including the Zhentirim.
Elminster's controversial choice of Namfoodle for the Party's mage disturbed much of the magic community in Faerun. They were used to Elminster's boldness in the past, but many thought he made a major mistake by picking a Wild Mage, and even more, a Wild Mage who has had a reputation for being very unpredictable and at times, reckless; on and off the battlefield. It was later learned that Elminster assumed Namfoodle wanting nothing to do with the staff anyway, and was thus a reasonable choice as the party's mage. This turned out to be a gross miscalculation, as in reality, Namfoodle was planning to study the Staff of Mystra to create his long dreamed Sphere of Wonder.
Around 1372 DR, the Party of the Staff completed its quest to return all the pieces of the Staff of Mystra to Elminster, however, both the rest of the party and Elminster absolutely refused Namfoodle any time with the Staff. This infuriated Namfoodle to such a degree, that he called upon Zhent forces to double-cross his own party (and Elminster) and retrieve the Staff by force. The betrayal failed however, and upon murdering half of his party, Namfoodle retreated to somewhere in the East (possibly near the Shaar but no one knows for sure) along with some Zhent followers he gained. He now is thought to reside in a movable tower that he polymorphed from a rock (around which is a permanent wild zone), and is scheming on how to obtain the Staff of Mystra and other items of meta-magical power and doing other research related to the Sphere of Wonder, which he maintains will bring him absolute power to bend and break the weave as he sees fit.
Namfoodle has made many enemies, mainly followers of Mystra, the Seven Sisters, and all allies of the Chosen of Mystra who now see Namfoodle as one of Faerun's major threats to the Weave itself. His only allies (and are fragile allies at best) are followers of Shar and the Zhentirim.
Tactics and personality
Namfoodle is by mosts' standards, completely insane, driven to madness by the Broken Weave. He may have once been a kind hearted Gnome but is now cruel, ruthless, and is willing to do anything to advance his own power over Wild Magic.
In battle Namfoodle is equally erratic and unpredictable. It has been hard for other spellcasters to discern what spells he is casting exactly, because of the randomizing property of Wild Magic. He has no clear tactics beyond that of making frequent use of the Reckless Dweomer spell and assaulting the enemy with a maelstrom of chaotic magical power. Namfoodle is also famously and uncharacteristically brazen for a Mage, and often makes full use of combat casting, will sling his spells from the center of the frey, and will even engage in melee combat on occasion (often in Tenser's form). While he is a genius in his field, Namfoodle is short-sided and has no grasp of subtlety in battle, and is usually always overconfident. He is able to continue these antics only because of his poor wisdom, and phenomenal constitution that makes him extremely difficult to take down (and is perhaps the main reason he has survived to this day). On the other hand, he has no particular lust for battle. At times he has absolutely no interest in battle or conflict, and will attempt to have others do the fighting, or even go so far as seek diplomacy. This really depends on the goal of the battle, and its deemed relevance to Namfoodle. As a 16th level Wild Mage he is unaffected by attempts to cut him off from the Weave, as he does not really use the normal Weave anymore (as a result his normal magic spells are much weaker). This property is similar to a Shadow Mage.