CHAPTER 2PRESTIGECLASSES50Illus. by J. MiracolaThe regents set the Arcane Order’s rules and policies,meeting each month in the Council of Regents. A regentmust attend six council meetings in one year or be removedfrom the council and lose his regent status (he loses no otherbenefits of guild membership, nor does he lose his level inthe prestige class). Enacting new policies or eradicating oldones requires a three-fifths majority vote to pass.Generally, the council hands out commissions for lowerlevelmages of the Arcane Order to perform on behalf of theguild. An individual regent might also head up a special groupof lower-level members to accomplish a specific goal, such asinvestigating a crime committed using magic, undertakingan archeological dig of an ancient site of wizardry, or someother important task.SAMPLE MAGE OF THEARCANE ORDERTurial Edemont: Male human wizard 5/mage of the ArcaneOrder 4; CR 9; Medium humanoid; HD 9d4+18 plus 3; hp 45;Init +1; Spd 30 ft.; AC 16*, touch 12, flat-footed 15*; Base Atk+4; Grp +3; Atk or Full Atk +3 melee (1d6–1, quarterstaff) or+5 ranged touch (by spell); SA Spellpool II; SQ guild member,familiar (raven), familiar benefits; AL N; SV Fort +4, Ref +3,Will +8; Str 8, Dex 13, Con 14, Int 19, Wis 10, Cha 12.Turial Edemont, a mage of the Arcane Order*Includes +4 armor bonus from mage armor.Skills and Feats: Appraise +9, Concentration +14, DecipherScript +11, Knowledge (arcana) +16, Knowledge (history) +16,Spellcraft +18 (+20 to decipher spells on scrolls), Use MagicDevice +10 (+14 when using scrolls); Alertness (from familiar),Cooperative Spell, Empower Spell B , Heighten Spell, ScribeScroll B , Skill Focus (Use Magic Device), Spell Penetration,Toughness.Languages: Celestial, Common, Draconic, Elf, Gnome,Giant.Spellpool (Su): If Turial leaves a spell slot of the appropriatelevel open, he can call a number of spells per day from theArcane Order’s Spellpool whose total levels are equal to orless than four (that is, one 4th-level spell, two 2nd-level spells,or one 2nd-level spell and two 1st-level spells). He must payoff any spell debt accrued through use of this ability withinfour days.Familiar: Turial’s familiar is a raven named Zakar. Thefamiliar uses the better of its own and Turial’s base savebonuses. The creature’s abilities and characteristics are summarizedbelow.Zakar: Raven familiar; CR —; Tiny magical beast;HD 9; hp 22; Init +2; Spd 10 ft., fly 40 ft. (average); AC21*, touch 14, flat-footed 19*; Base Atk +4; Grp –8; Atkor Full Atk +8 melee (1d2–5, claws);Space/Reach 2-1/2 ft./0 ft.; SA —;SQ deliver touch spells, improvedevasion, low-light vision, speakwith master; AL N; SV Fort +2,Ref +4, Will +10; Str 1, Dex 15,Con 10, Int 8, Wis 14, Cha 6.*Includes +4 armor bonusfrom mage armor.Skills and Feats: Listen +3, Spot+5; Weapon Finesse.Deliver Touch Spells (Su): Zakarcan deliver touch spells forTurial (see Familiars, page 52 ofthe Player’s Handbook).Improved Evasion (Ex): If Zakaris exposed to any effect that normallyallows it to attempt a Reflexsaving throw for half damage, ittakes no damage with a successfulsaving throw and half damage if thesaving throw fails.Scent (Ex): Can detect approachingenemies, sniff out hidden foes, andtrack by sense of smell.Speak with Master (Ex): Zakar cancommunicate verbally with Turial.Other creatures do not understandthe communication without magicalhelp.
Familiar Benefits: Turial gains special benefits fromhaving a familiar. This creature grants Turial a +3 bonus onAppraise checks (included in the above statistics).Alertness (Ex): Zakar grants its master Alertness as long asit is within 5 feet.Empathic Link (Su): Turial can communicate telepathicallywith his familiar at a distance of up to 1 mile. The master hasthe same connection to an item or a place that the familiardoes.Share Spells (Su): Turial may have any spell he casts onhimself also affect his familiar if the latter is within 5 feetat the time. He may also cast aspell with a target of “You” onhis familiar.Guild Member: As a memberof the Arcane Order, Turial gainsall the benefits of guildmembership, including aplace to stay and eat for areduced rate, access to theorder’s library, laboratoryworkspace, and access to thegroup’s Spellpool.Wizard Spells Prepared (casterlevel 9th): 0—detect magic, magehand, message, prestidigitation; 1st—mage armor (already cast), magic missile,obscuring mist, ray of enfeeblement (+5 rangedtouch), shield; 2nd—blur, Melf’s acid arrow (2) (+5 rangedtouch), see invisibility, web (DC 16); 3rd—dispel magic, empoweredmagic missile, fireball (DC 17), protection from energy;4th—greater invisibility, orb of cold†, solid fog; 5th—teleport.† New spell described on page 115.Spellbook: as above plus 0—all others; 1st—protectionfrom evil, ray of enfeeblement, sleep; 2nd—invisibility; 3rd—fly,protection from energy; 4th—enervation, ice storm; 5th—holdmonster.Possessions: Ring of protection +1, quarterstaff, headband ofintellect +2, cloak of resistance +2, divine scroll of augury, scrollof fireball, scroll of hold monster, scroll of ice storm, scroll ofteleport, Spellpool focus (garnet ring, 100 gp), spellbooks,spell component pouch, 11 pp.MASTER TRANSMOGRIFISTPerhaps none of an arcane spellcaster’s mighty powers isso versatile, useful, or spectacular as the ability to changeinto something else entirely. The master transmogrifist is asorcerer or wizard who has chosen to specialize in spells thatchange his form. The polymorph spell and other shapechangingtransmutations offer the master transmogrifist the abilityto become a fearsome juggernaut of physical battle, a swiftflyingtraveler, or the perfect spy.Since a character must achieve a significantlevel of competence as an arcane spellcaster toqualify for this prestige class, virtually all whochoose this path are sorcerers or wizards. Of thetwo, sorcerers are more often drawn to the spontaneityand inventiveness offered by the polymorphspell and other spells like it.NPC master transmogrifists delight in demonstratingtheir prowess with their favorite shapes,and are thus sometimes amenable to putting on ashow for powerful kings, wizards, or othertransmogrifists.Adaptation: The favored shapeability already provides structureto this class, but one method to addmore is to decide that a giventransmogrifist must choose acreature type, such as animal.A transmogrifist gains his enhanced shapechanging abilitiesonly for shapes he takes of that creature type, though hecan still take other shapes, too, depending on the spell hecasts. He just doesn’t gain the advantages that accrue fromthis prestige class while in shapes not of his selected type.Hit Die: d4.RequirementsTo qualify to become a master transmogrifist, a charactermust fulfill all the following criteria.Alignment: Any nonlawful.Skills: Bluff 2 ranks, Disguise 5 ranks.Feat: Eschew Materials.Spells: Able to cast alter self and polymorph.Illus. by D. KovacsCHAPTER 2PRESTIGECLASSESTable 2–14: The Master TransmogrifistBase Attack Fort Ref WillLevel Bonus Save Save Save Special Spells per Day/Spells Known1st +0 +0 +0 +2 Extended change, —favored shape2nd +1 +0 +0 +3 Manifest senses +1 level of existing arcane spellcasting class3rd +1 +1 +1 +3 Battle mastery +2 +1 level of existing arcane spellcasting class4th +2 +1 +1 +4 Effortless change —5th +2 +1 +1 +4 Shapechanger +1 level of existing arcane spellcasting class6th +3 +2 +2 +5 Battle mastery +4 +1 level of existing arcane spellcasting class7th +3 +2 +2 +5 Reflexive change —8th +4 +2 +2 +6 Manifest qualities +1 level of existing arcane spellcasting class9th +4 +3 +3 +6 Battle mastery +6 +1 level of existing arcane spellcasting class10th +5 +3 +3 +7 Infinite variety —51