CHAPTER 5PRESTIGECLASSES108Shadowdancer (Dungeon Master’s Guide): As naturalrogues, halflings are sometimes drawn to the hidden arts <strong>of</strong>the shadowdancer.Spellsword (Complete Warrior): Like the bladesinger, thespellsword masters both spell and blade. Both elves andhalflings are drawn to this prestige class.Sublime Chord (Complete Arcane): Elf bards are <strong>of</strong>tendrawn to this prestige class, which permits a bard to achieveunrivalled heights <strong>of</strong> magical power.<strong>Wild</strong> Mage (Complete Arcane): The masters <strong>of</strong> chaoticmagic, wild mages are <strong>of</strong>ten elves or halflings.ARCANE HIEROPHANT“There’s nothing unnatural about magic. Magic ebbs and flowsthrough the very earth where you stand, the air that your breathe,and the water that you drink. A fire has some magic <strong>of</strong> its own,as I’m sure you’ll agree when it warms you on a cold day or cooksyour food.”—Altherion Duniiloli, arcane hierophantArcane hierophants wield a blending <strong>of</strong> arcane magic anddivine magic with a heavy emphasis on nature and theelements. Though they possess the learning and disciplinecommonly associated with wizards, they also have practicalknowledge <strong>of</strong> the natural world commonly associated withdruids. Like druids, they can change shape into animaland elemental forms, but they also can wield powerfularcane spells.BECOMING ANARCANE HIEROPHANTMulticlassing as a wizard/druid provides the quickest pathto becoming an arcane hierophant, though you can meet thearcane spellcasting requirements as a bard or sorcerer andthe divine spellcasting requirements as a relatively high-levelranger. You’ll need druid or ranger levels to meet the classfeature requirements. Intelligence or Wisdom (either onecan govern your spellcasting) is a key ability for you. A highDexterity score can prove helpful to you in combat, both toimprove your Armor Class and to help you beat the oppositionto the punch with a quick spell.Entry RequirementsAlignment: Any nonlawful.Base Attack Bonus: +4.Skills: Knowledge (arcana) 8 ranks, Knowledge (nature) 8ranks.Spells: Ability to cast 2nd-level arcane spells and 2nd-leveldivine spells.Special: Trackless step class feature.CLASS FEATURESAs they advance in level, arcane hierophants improve theirspellcasting abilities. They also learn how to change shape,and they develop powers that allow them to use plants andanimals as weapons and tools.Weapon and Armor Pr<strong>of</strong>iciency: You gain no pr<strong>of</strong>iciencyin any weapons or armor. You abide by the same armor restrictionsthat druids do, and you lose your divine spellcastingability and supernatural or spell-like class abilities if youwear prohibited armor or carry a prohibited shield.Spellcasting: At each level, you gain new spells perday and an increase in caster level (and spells known, ifapplicable) as if you had also gained a level in an arcanespellcasting class and a level in a divine spellcasting class towhich you belonged before adding the prestige class level.You do not, however, gain any other class feature a character<strong>of</strong> that class would have gained. If you had more than onearcane spellcasting class or more than one divine spellcastingclass before becoming an arcane hierophant, you mustdecide to which class to add each level for the purpose <strong>of</strong>determining spells per day, caster level, and spells known.Ignore Arcane Spell Failure: When casting an arcanespell, you ignore the arcane spell failure chance for anynonmetallic light or medium armor (padded, leather, or hidearmor). You learn to cast arcane spells while wearing the types<strong>of</strong> armor that druids favor.<strong>Wild</strong> Shape (Su): If you do not already possess the ability,you gain no new ability to wild shape. However, you addyour arcane hierophant level to your druid level and gainthe wild shape ability <strong>of</strong> a druid <strong>of</strong> the resulting level. Forexample, a character who is a 3rd-level wizard/3rd-leveldruid/4th-level arcane hierophant has the wild shape ability<strong>of</strong> a 7th-level druid. If you are not a druid, (for example, ifyou entered the class as a wizard/ranger), you do not gain theability to wild shape.Companion Familiar: Upon becoming an arcanehierophant, you must dismiss your familiar, if you have one.(You do not risk losing XP for doing so.) You may retain anyone animal companion you already possess. You add yourarcane hierophant class level to your druid or ranger levelfor purposes <strong>of</strong> determining your animal companion’s bonusHit Dice, natural armor adjustment, and Strength/Dexterityadjustment (see the sidebar The Druid’s Animal Companion,page 36 <strong>of</strong> the Player’s Handbook). For example, a characterwho is a 4th-level druid/3rd-level wizard/4th-level arcanehierophant has the animal companion <strong>of</strong> an 8th-level druid(+4 bonus HD, +4 natural armor, and +2 Strength/Dexterityadjustment, or an animal companion chosen from the 4thlevelor 7th-level lists).In addition, your animal companion (if any) gains many<strong>of</strong> the abilities that a familiar would normally possess.You add your arcane hierophant class level to your arcanespellcasting class level, and determine the Intelligencebonus and special abilities <strong>of</strong> your animal companionaccordingly (see the sidebar Familiars, page 53 <strong>of</strong> thePlayer’s Handbook). For example, a 4th-level druid/3rd-levelwizard/4th-level arcane hierophant has a familiar companionequal to that <strong>of</strong> a 7th-level wizard and 8th-level druid(Intelligence 9, alertness, improved evasion, share spells,empathic link, deliver touch spells, speak with master,speak with animals <strong>of</strong> its kind, devotion).
Table 5–1: The Arcane Hierophant Hit Die: d6BaseAttack Fort Ref WillLevel Bonus Save Save Save Special Spellcasting1st +0 +0 +0 +2 Companion familiar, ignore +1 level <strong>of</strong> existing arcane spellcasting classarcane spell failure, wild shape and +1 level <strong>of</strong> existing divine spellcasting class2nd +1 +0 +0 +3 — +1 level <strong>of</strong> existing arcane spellcasting classand +1 level <strong>of</strong> existing divine spellcasting class3rd +2 +1 +1 +3 — +1 level <strong>of</strong> existing arcane spellcasting classand +1 level <strong>of</strong> existing divine spellcasting class4th +3 +1 +1 +4 Channel animal 2/day +1 level <strong>of</strong> existing arcane spellcasting classand +1 level <strong>of</strong> existing divine spellcasting class5th +3 +1 +1 +4 — +1 level <strong>of</strong> existing arcane spellcasting classand +1 level <strong>of</strong> existing divine spellcasting class6th +4 +2 +2 +5 Channel plant 1/day +1 level <strong>of</strong> existing arcane spellcasting classand +1 level <strong>of</strong> existing divine spellcasting class7th +5 +2 +2 +5 — +1 level <strong>of</strong> existing arcane spellcasting classand +1 level <strong>of</strong> existing divine spellcasting class8th +6 +2 +2 +6 Channel animal 4/day +1 level <strong>of</strong> existing arcane spellcasting classand +1 level <strong>of</strong> existing divine spellcasting class9th +6 +3 +3 +6 — +1 level <strong>of</strong> existing arcane spellcasting classand +1 level <strong>of</strong> existing divine spellcasting class10th +7 +3 +3 +7 Channel plant 2/day +1 level <strong>of</strong> existing arcane spellcasting classand +1 level <strong>of</strong> existing divine spellcasting classClass Skills (4 + Int modifier per level): Concentration, Craft, Diplomacy, Handle Animal, Knowledge (arcana), Knowledge(nature), Listen, Pr<strong>of</strong>ession, Ride, Spellcraft, Spot, Survival, Swim.CHAPTER 5PRESTIGECLASSESThe Hit Dice, hit points, attack bonus, saving throws,feats, and skills <strong>of</strong> the familiar companion are determinedas normal for an animal companion. Due to the familiarcompanion’s unusual Intelligence score, it may very wellhave more skill points than other animals <strong>of</strong> its kind.The familiar companion is a magical beast (augmentedanimal), but you can bestow harmless spells on yourfamiliar companion as if it were an animal instead <strong>of</strong> amagical beast.If your familiar companion is killed or dismissed, youdo not lose XP. You can summon a new familiar companionby performing a ceremony requiring 24 hours <strong>of</strong>uninterrupted prayer.Channel Animal (Sp): Starting at 4th level, you gain theability twice per day to establish a magical conduit betweenyourself and a single animal that you touch (including yourfamiliar companion). For each use <strong>of</strong> this class feature,a spell you cast whose range is touch or greater canoriginate from the animal instead <strong>of</strong> fromyou, provided that you have line <strong>of</strong> sightand line <strong>of</strong> effect to the animal. Thespell’s line <strong>of</strong> effect then extends fromthe animal to the target based on the senses<strong>of</strong> the animal, not you.You can also use this power to deliver touchspells through the animal. Once you cast thespell, the animal is considered to be holdingthe charge for the spell (see page 176 <strong>of</strong> thePlayer’s Handbook).Starting at 8th level, you gain two additionaluses <strong>of</strong> this ability each day.Channel Plant (Sp): Starting at 6thlevel, you gain the ability to establish a magicalconduit between yourself and a natural, nonanimated plant(but not creatures <strong>of</strong> the plant type) once per day. This abilityfunctions like the channel animal class feature, exceptthat the line <strong>of</strong> effect from the plant to the target is basedon your senses.You can use this power to deliver touch spells throughthe plant. Once you cast the spell, the plant is consideredto be holding the charge for the spell (see page 176 <strong>of</strong> thePlayer’s Handbook), except that the spell is delivered to thefirst creature or object that can receive the spell when thesubject touches the plant.At 10th level, you gain a second daily use <strong>of</strong> your channelplant ability.Edrec, an arcane hierophant, accompanied by his dire boar companion familiarIllus. by M. Faulkner109
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C R E D I T SD E S I G NSKIP WILLIA
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no elf could predict which memory w
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premium. Thus, each individual can
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The elves have raised one form of e
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do spend time away from one another
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espects during this time, and those
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Stores Master: Charged with keeping
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would be the birthright of any full
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of feet above the forest floor. Mos
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Cleric Training: More than any othe
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ELF HISTORYAND FOLKLOREThe elves cl
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along with her son Hionyron, who wa
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and return her to her people.” In
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Table 1-3: Suffixesd% Suffix Meanin
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CHAPTER 1ELVES34tri-level tree home
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Illus. by C. Lukacsurious and activ
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the reason for the farmer’s hospi
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Halflings make a visitor feel welco
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Halflings are usually pleasant trav
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Halflings are as eager to experienc
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A chief or elder heads each clan, c
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CHAPTER 2HALFLINGS50away from their
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CHAPTER 2HALFLINGS52Illus. by S. Wo
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CHAPTER 2HALFLINGS54to tell how lon
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CHAPTER 2HALFLINGS56the underbrush
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Table 6-5: Halfling Druid Racial Su
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CHAPTER 6CHARACTEROPTIONS160Table 6
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Class SkillsRaptoran fighter substi
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CHAPTER 7EQUIPMENTAND MAGICIllus. b
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CHAPTER 7EQUIPMENTAND MAGIC166anoth
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CHAPTER 7EQUIPMENTAND MAGICTable 7-
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CHAPTER 7EQUIPMENTAND MAGICIllus. b
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2nd-Level Ranger SpellWoodland Veil
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WOODLAND VEILIllusion (Glamer)Level
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CHAPTER 8CAMPAIGNS INTHE WILD178THE
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CHAPTER 8CAMPAIGNS INTHE WILDIllus.
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CHAPTER 8CAMPAIGNS INTHE WILD182(lo
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CHAPTER 8CAMPAIGNS INTHE WILD184Ski
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CHAPTER 8CAMPAIGNS INTHE WILD186Tab
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CHAPTER 8CAMPAIGNS INTHE WILDIllus.
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CHAPTER 8CAMPAIGNS INTHE WILDIllus.
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APPENDIX19261 Guards are needed to
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2THE CLIFFThe Rifinti dwelling lies
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supplies for craftwork. Lamps fuele
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Nae’fidrim: Female owl companion;
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Creatures: A cleric is always on du
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cloak of elvenkind, oil of magic we
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aptoran contraries. If visitors can