CHAPTER 5PRESTIGECLASSESIllus. by W. England110PLAYING AN ARCANE HIEROPHANTThink deeply, but creatively. Your character relies on adeep understanding <strong>of</strong> magic and nature for his powers.He didn’t get where he is, however, by thinking inside thebox. He has forged his own way by melding two distinctmagical traditions to create a potent new whole. Yourthoughts and actions should reflect that blending <strong>of</strong> natureand magic.Avoid emotion and excess.Nature wastes nothingand proceeds withoutemotion or sentimentality.You need not be dour,but calm deliberationsuits your character betterthan recklessness or a volatiletemper. Be wary <strong>of</strong> unexpectedresults and unintended consequencesfrom your actions.Take risks if you must, butstick to calculated risks.When you ponderan action, knowwhat you’re likelyto achieve if successfuland whatyou’re likely to loseif you fail. Reject courses<strong>of</strong> action that expose youto losses greater than yourpotential gains.Be persistent. In time, thewind can wear away a mountain,so don’t get discouraged whenthings don’t go your way. Still,strike hard when you can. Astroke <strong>of</strong> lightning cleaves awayrock faster than sand blown on the wind.Show reverence for nature’s beauty and bounty.Oppose the wanton destruction <strong>of</strong> natural placesand objects.An arcane hierophant uses hischannel plant ability to make alightning bolt erupt from a treeCombatYour wild shape ability can make you an effective combatantwhen the need arises, but your strength lies in your spells,and you don’t have the Armor Class or hit points to fight inthe front line all the time. Your combination <strong>of</strong> arcane anddivine spellcasting ability gives you access to all the <strong>of</strong>fensivespells you’re likely to need, so don’t forget to prepare a variety<strong>of</strong> utilitarian spells that provide you and your party withhealing, information gathering, and mobility.AdvancementArcane hierophant circles usually keep a close watch onany potential new members operating in or near theirareas. They pay special attention to characters who chooseon their own to multiclass as druid/wizards (recognizingkindred spirits), but they <strong>of</strong>ten study and secretly groomany spellcasters who show an interest in nature. They mayapproach such characters with opportunities for adventuringin the wild, such as tracking and rescuing captives,intercepting raids, or even locating and propagating rareplants and animals.Once accepted into a circle (see Organizations, below), anew arcane hierophant is expected to continue his divineand arcane studies, maintain and defend the circle’s citadel,and undertake such missions as might become necessaryto maintain the circle’s integrity.These might includereconnaissance missions (todetermine the whereaboutsand intentions <strong>of</strong> potentialenemies), diplomatic missions,and seeing to theprotection and training <strong>of</strong>prospective new recruits tothe circle.If you have theability to wild shape,many options openup for you. The abilityis good for fighting, butyou also can fly, swim,and even pass throughsolid ground when inelemental form, makingyou an excellentscout and infiltrator.Don’t forget to take theNatural Spell feat in order tobe able to use your formidablespellcasting abilities whileusing wild shape.Don’t overlookthe tactical possibilitiesthat your channelpower gives you. You can literally cast spells around cornersthough the use <strong>of</strong> this ability. You may need to combine itwith some divination to get a decent idea <strong>of</strong> where yourspell is aimed.ResourcesAs a member <strong>of</strong> a circle, you have access to the circle’s citadel.Many citadels are little more than secret hideouts whereyou can stay for a night or two in reasonable safety. Moreinfluential and powerful circles have citadels that containlibraries and laboratories for your use and a staff <strong>of</strong> servantsand guards for assistance and protection.Membership in a circle brings you in contact with othercharacters who share your ideals and your commitmentto nature and to magic and who might be available to
accompany you on adventures. A circle may include wildrunners,druids, rangers, wizards, and maybe even somemid- to high-level barbarians. Such characters generallyhave starting attitudes <strong>of</strong> friendly toward you but willexpect some sort <strong>of</strong> compensation (such as a little cash upfront and a cut <strong>of</strong> the proceeds after the adventure). Thesecharacters might help you in other ways such as castingspells for you or even creating items. You’ll still have topay the going rate for such services, but at least word <strong>of</strong>what you’re doing won’t spread beyond the circle. Likewiseif you’re strapped for cash you might purchase servicesor items in return for your own labor (or for a favor to benamed later).ARCANE HIEROPHANTSIN THE WORLDIf the PCs get involved in the diplomacy, politics, or trade thatpasses between different groups in the wild, they’ll eventuallymeet arcane hierophants—though they might not recognizethem for what they are. To the casual observer, there’s notmuch difference between an arcane hierophant and a druidor wizard. When you need an inscrutable character to conveyinformation, render aid, or launch a magical attack in thewilderness, an arcane hierophant (or a whole circle <strong>of</strong> them)can serve very well indeed.OrganizationArcane hierophants band together in groups called circles.A circle traditionally has at least seven members (thoughin theory even a single arcane hierophant might establisha circle) and seldom more than two dozen members (notincluding guards and servants). Each circle maintains asecret retreat, called a citadel, where the members can meet tostudy, train, and discuss matters <strong>of</strong> mutual interest. A citadelis usually located in an area <strong>of</strong> great natural beauty, suchas a mountain valley, sylvan glade, or island. Some circles,however, operate within cities, and their citadels might belocated near waterways, gardens, or markets where produceor other natural products are sold.Most circles value their privacy, but they don’t take greatpains to conceal their existence (though they invariably keepthe location <strong>of</strong> their citadel secret). Some circles operatepublicly and others covertly, as their members prefer.Each circle has a leader, usually called the speaker,chosen for his magical accomplishments, leadership skills,and persuasiveness. A speaker is <strong>of</strong>ten, but not always,the most powerful spellcaster in the circle. Beyond that,a circle has no formal organization, though an informalhierarchy based on seniority and merit develops in wellestablishedcircles.Circles usually have no formal names. For convenience,the members choose some fairly meaningless name or simplyadopt the name <strong>of</strong> the circle’s founder or one <strong>of</strong> its morefamous members. Circle members avoid names based on thelocation or appearance <strong>of</strong> their citadel, because that informationis supposed to be secret. Typical circle names include TheFellowship <strong>of</strong> Cymbeline, Servants <strong>of</strong> the Harvest, Friends<strong>of</strong> the Highwood, and Syngil’s Watchers.The only circle member with any real duties is the speaker,who keeps track <strong>of</strong> the other members and their doings, staysin contact with other circles, and sees to it that someone(<strong>of</strong>ten the speaker himself) maintains the citadel and trainsnew members.Many arcane hierophants (especially halflings and adventurers<strong>of</strong> all kinds) become associated with several differentcircles as they roam about. These itinerant members almostnever serve as speakers; they move from citadel to citadel,exchanging news with the local arcane hierophants andtaking on any tasks for which a relative outsider might bewell suited. The Circle <strong>of</strong> the Open Road provides a notableexception to this rule: It is a mobile circle in which halflingsmake up most <strong>of</strong> the membership. Their speaker, a tallfellowhalfling called Feideal Chestnutsower, is known for his love<strong>of</strong> roasted chestnuts and his penchant for planting chestnuttrees wherever he goes.NPC ReactionsArcane hierophants provoke a wide variety <strong>of</strong> reactions,depending on their own actions and the ideals and prejudices<strong>of</strong> the people they meet.A known member <strong>of</strong> a circle <strong>of</strong>ten stands in high regardamong commoners in the area where the circle is located,especially if the circle has been active in defending the area,dealing with natural disasters, or giving support and advice.Such commoners will have an indifferent starting attitudeat worst.Not all circles are benign, however, and local folk probablyhave an unfriendly or even hostile starting attitudewhen a circle has been acting contrary to their interests,such as interfering with attempts at settlement, breeding orintroducing predatory animals, or disrupting activities suchas mining or woodcutting.Many druids look upon arcane hierophants as dabblers inthe ethos <strong>of</strong> the druid and are indifferent at best. Some druidslook upon arcane hierophants as heretical or iconoclasticbecause <strong>of</strong> their mingling <strong>of</strong> nature and magic. The majorpoint <strong>of</strong> disagreement is how arcane hierophants thinkabout nature and magic. They see both as forces that canbe understood and manipulated, an idea many druids finddeeply <strong>of</strong>fensive. These druids usually prove hostile to thearcane hierophant circle.Other druids regard arcane hierophants as kindred spiritsand tend toward friendly starting attitudes upon meetingthem. These druids may become allies or even members <strong>of</strong>an arcane hierophant circle.Rangers and bards usually respect arcane hierophants fortheir knowledge and magical powers.ARCANE HIEROPHANT LORECharacters with Knowledge (arcana) or Knowledge (nature)can research the arcane hierophants to learn more aboutthem. When a character makes a skill check, read or paraphraseCHAPTER 5PRESTIGECLASSES111
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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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CHAPTER 2HALFLINGSIllus. by T. Baxa
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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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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