CHAPTER 5PRESTIGECLASSES112the following material, including the information fromlower DCs.DC 10: “Arcane hierophants wield the magical might <strong>of</strong>both arcane spellcasters and powerful druids. Many can takeon the forms <strong>of</strong> animals and imbue the creatures and plantsaround them with dangerous or useful spells.”DC 15: “Groups <strong>of</strong> arcane hierophants are called circles,and their functions vary, depending on their location and thetemperaments <strong>of</strong> their members. Arcane hierophant circlesare loosely organized under a single leader, called a speaker.The speaker represents the circle in relations with outsidersbut has little real authority.”DC 20: “Arcane hierophants believe that magic is justanother force <strong>of</strong> nature, and they behave accordingly. Theyshare many <strong>of</strong> the same values and philosophical ideas asdruids but lack the druid’s commitment to neutrality andthe natural order.”DC 30: Characters who achieve this level <strong>of</strong> success canlearn important details about the specific circles in yourcampaign, including notable members, the areas where theyoperate, and the kinds <strong>of</strong> activities they undertake.PCs trying to establish contact with a circle <strong>of</strong> arcanehierophants for some reason can do so through a GatherInformation check. The check DC depends on how openthe circle members are about their activities and goals; itcan range from 10 for a circle that operates publicly to 20 fora clandestine circle. Most circles don’t bother to keep theirexistence a secret, but they don’t advertise their presenceeither. Contacting such a circle requires a DC 15 GatherInformation check. In any case, a successful check eitherputs you in contact with the speaker or with an intermediaryor ally <strong>of</strong> the circle.Discovering the whereabouts <strong>of</strong> a circle’s citadel takes atleast a DC 25 Gather Information check, and the task couldbe much more difficult or simply impossible.ARCANE HIEROPHANTSIN THE GAMEGiven their semisecretive nature, it’s easy to introduce arcanehierophants to the game. The PCs could meet one whiletraveling, or perhaps a druid or wizard they know chooses tomulticlass and eventually enters the prestige class.The prestige class appeals to players who like to wield flashymagic but find sorcerers and wizards a little too fragile.AdaptationArcane hierophants are relatively rare as presented here,but you can decide otherwise for your own campaign.You could create a great circle <strong>of</strong> arcane hierophants asthe ruling magocracy (or theocracy) in a particular land,such as an elf kingdom or an unspoiled human realm.Entrusted with the learning and lore <strong>of</strong> a kingdom, arcanehierophants choose the land’s kings, hold the powers <strong>of</strong>high and low justice, and guide the land’s defense againstthe dangers all around.EncountersArcane hierophants can be effective villains who practicethe same sorts <strong>of</strong> nefarious deeds that other evil spellcastersengage in.EL 13: Edrec believes that humans are the most dangerousplague ever to blight his beloved forests because <strong>of</strong>their voracious appetite for land to clear, timber to cut, andfurs to sell. He wages a bitter and lonely war against all thehuman settlements nearby, killing farmers, woodcutters,and trappers without a word <strong>of</strong> warning. Edrec has cometo believe that no tactic or weapon is too foul to use againsthumans, so he gathers monsters <strong>of</strong> all kinds to attack humansettlements and travelers. He is allied to Yeshelvarra, ayoung adult green dragon who gladly collects the plunder<strong>of</strong> Edrec’s attacks. The PCs might stumble across one <strong>of</strong>Edrec’s rampaging dire animals, or perhaps human villagersbeg the PCs to aid them against the dark and angry forestpower that besets them.Edrec: Male elf druid 4/wizard 3/arcane hierophant4; CR 11; Medium humanoid; HD 4d8+6 plus 3d4+6 plus5d6+10; hp 65; Init +2; Spd 30 ft.; AC 18, touch 12, flatfooted16; Base Atk +7; Grp +7; Atk +9 melee (1d6+2/18–20,+2 scimitar) or +10 ranged (1d8/×3, masterwork longbow);Full Atk +9/+4 melee (1d6+2/18–20, +2 scimitar) or +10/+5ranged (1d8/×3, masterwork longbow); SA spells; SQ channelanimal 2/day, elf traits, familiar companion (dire boar),familiar companion benefits, trackless step, wild empathy+5 (+1 magical beasts), wild shape 3/day, woodland stride;AL NE; SV Fort +9, Ref +6, Will +14; Str 10, Dex 14, Con14, Int 16, Wis 14, Cha 8.Skills and Feats: Concentration +16 (+20 casting defensively),Handle Animal +9, Knowledge (arcana) +14, Knowledge(nature) +16, Listen +12, Ride +4, Search +5, Spellcraft +13,Spot +15, Survival +14 (+16 in aboveground natural environments),Swim +5; Alertness*, Combat Casting, EschewMaterials, Natural Spell, Scribe Scroll, Track.Languages: Common, Draconic, Druidic; Elven, Gnoll,Sylvan.Channel Animal (Sp): Twice per day, Edrec can castspells through an animal (see the channel animal classfeature above).Elf Traits: Elves have immunity to magic sleep effects. Anelf who merely passes within 5 feet <strong>of</strong> a secret or concealeddoor is entitled to a Search check to notice it as if he wereactively looking for it.Familiar Companion (Ex): Edrec has a dire boar namedHruth as a familiar companion. Hruth’s abilities and characteristicsare summarized below.Familiar Companion Benefits: Edrec and Hruth enjoythe link and share spells special qualities.Link (Ex): Edrec can handle Hruth as a free action. He alsogains a +4 circumstance bonus on all wild empathy checksand Handle Animal checks made regarding his dire boar.Share Spells (Ex): Edrec can have any spell he casts onhimself also affect his familiar companion if the latter is
within 5 feet at the time. He can also cast a spell with a target<strong>of</strong> “You” on his dire boar.Alertness (Ex): *Hruth grants its master Alertness as longas it is within 5 feet.Trackless Step (Ex): Edrec leaves no trail in natural surroundingsand cannot be tracked.<strong>Wild</strong> Shape (Su): Edrec can change into a Small to Largeanimal and back again, as per the polymorph spell. This abilitylasts for 8 hours or until he changes back.Woodland Stride (Ex): Edrec can move through naturalthorns, briars, overgrown areas, and similar terrain at hisnormal speed and without damage or other impairment.However, thorns, briars, and overgrown areas that are magicallymanipulated to impede motion still affect him.Druid Spells Prepared (caster level 8th): 0—cure minor wounds(3), detect magic, light, read magic; 1st—charm animal (DC13), longstrider, magic fang (DC 13), obscuring mist, speak withanimals; 2nd—barkskin, hold animal (DC 14), resist energy (DC14), tree shape; 3rd—call lightning (DC 15), dominate animal (DC15), snare; 4th—air walk, giant vermin.Wizard Spells Prepared (caster level 7th): 0—dancing lights,detect magic, ghost sound (DC 13), message; 1st—charm person(DC 14), magic missile (2), shield, true strike; 2nd—mirror image,scorching ray (+9 ranged touch), see invisibility, web (DC 15);3rd—dispel magic, lightning bolt (DC 16), nondetection (DC 16);4th—greater invisibility (DC 17).Spellbook: as above plus 0—all others; 1st—expeditiousretreat, reduce person; 2nd—whispering wind; 3rd—clairaudience/clairvoyance;4th—Evard’s black tentacles, polymorph.Possessions: +2 leather armor, +1 light wooden shield, +2 amulet<strong>of</strong> health, +2 scimitar, masterwork longbow with 20 arrows, 10cold iron arrows, and 10 silvered arrows, cloak <strong>of</strong> resistance +1,wand <strong>of</strong> cure light wounds (19 charges), wand <strong>of</strong> magic missile(caster level 3rd, 25 charges), potion <strong>of</strong> invisibility.Hruth: Dire boar familiar companion; CR 4; Large magicalbeast (augmented animal); HD 7d8+21; hp 52; Init +0; Spd 40ft.; AC 15, touch 9, flat-footed 15; Base Atk +5; Grp +17; Atkor Full Atk +12 melee (1d8+12, gore); SA ferocity; SQ delivertouch spells, devotion, empathic link, improved evasion,speak with master, speak with swine; AL N; SV Fort +8, Ref+5, Will +8 (+12 against enchantments); Str 27, Dex 10, Con17, Int 9, Wis 13, Cha 8.Skills and Feats: Listen +8, Spot +8; Alertness, Endurance,Iron Will.Deliver Touch Spells (Su): Hruth can deliver touch spells forits master (see Familiars, page 52 <strong>of</strong> the Player’s Handbook).Devotion (Ex): Hruth’s devotion to Edrec is so complete thatit gains a +4 morale bonus on Will saves against enchantmentspells and effects.Empathic Link (Su): Edrec can communicate telepathicallywith his familiar companion at a distance <strong>of</strong> up to 1 mile. Themaster has the same connection to an item or a place that thefamiliar companion does.Improved Evasion (Ex): If Hruth is exposed to any effect thatnormally allows it to attempt a Reflex saving throw for halfdamage, it takes no damage with a successful saving throwand half damage if the saving throw fails.Speak with Master (Ex): Edrec can communicate verbally withHruth. Other creatures do not understand the communicationwithout magical help.Speak with Swine (Ex): Hruth can communicate withanimals <strong>of</strong> approximately the same kind as itself.CHAMPION OFCORELLON LARETHIAN“When an arrow will not suffice, when no spell will overcome, astout heart and a sharp blade may prevail. With Corellon’s grace,I fear no foe who stands within reach <strong>of</strong> my sword.”— Alissera Berothar, champion <strong>of</strong> Corellon LarethianMany evil warriors believe that elves, while dangerous inranged combat, have no stomach for melee. They expect thatelves would fall like leaves in an autumn windstorm oncethe battle becomes the work <strong>of</strong> sword and axe rather thanarrow and spell. These warriors have never encountered achampion <strong>of</strong> Corellon Larethian.The champion <strong>of</strong> Corellon is a noble elf fighter, an elfknight or lord who can stand up to any orc or humanwarrior. All elves admire the grace, discipline, and skillnecessary to become a swordmaster, and the champion<strong>of</strong> Corellon is the very paragon <strong>of</strong> elven swordsmanship.Clad in shining elven mail or plate, the champion relies onquickness, agility, and an almost scholarly study <strong>of</strong> the mostdifficult and advanced techniques <strong>of</strong> swordplay instead <strong>of</strong>brute power.As the name suggests, a champion <strong>of</strong> Corellon Larethianholds a special place in elf society. Large temples <strong>of</strong> CorellonLarethian <strong>of</strong>ten host groups <strong>of</strong> champions who serve as elitetemple guards, advisors and bodyguards to elf rulers, andquesting knights in the service <strong>of</strong> the whole elf race.BECOMING A CHAMPIONOF CORELLONIn order to become a champion <strong>of</strong> Corellon, an elf mustexcel in swordplay and exhibit patience, grace, and compassion.Even in the most desperate <strong>of</strong> times, elves do not judgea warrior merely by her martial skill. To take joy only infeats <strong>of</strong> arms is to live a crude and diminished life. Thereis more to life than fighting well, and the true championknows this.The quickest way to become a champion <strong>of</strong> CorellonLarethian is to advance as a fighter, due to the difficult featrequirements. However, a level <strong>of</strong> cleric, paladin, or rogue(preferably paladin, because it maximizes your base attackbonus) will be quite useful in meeting the skill requirements.The champion <strong>of</strong> Corellon class <strong>of</strong>fers no spellcastingadvancement, so you will not receive much benefit forentering this prestige class after advancing primarily asa spellcaster.CHAPTER 5PRESTIGECLASSES113
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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 2HALFLINGS60Donta muden sit
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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