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ARCANE HIEROPHANT

There s nothing unnatural about magic. Magic ebbs and fl ows through the very earth
where you stand, the air that your breathe, and the water that you drink. A fi
re has some magic of its own, as I m sure you ll agree when it warms you on a cold d
ay or cooks your food.
Altherion Duniiloli, arcane hierophant
Arcane hierophants wield a blending of arcane magic and divine magic with a heav
y emphasis on nature and the elements. Though they possess the learning and disc
ipline commonly associated with wizards, they also have practical knowledge of t
he natural world commonly associated with druids. Like druids, they can change s
hape into animal and elemental forms, but they also can wield powerful arcane sp
ells.
BECOMING AN ARCANE HIEROPHANT
Multiclassing as a wizard/druid provides the quickest path to becoming an arcane
hierophant, though you can meet the arcane spellcasting requirements as a bard
or sorcerer and the divine spellcasting requirements as a relatively high-level
ranger. You ll need druid or ranger levels to meet the class feature requirements.
Intelligence or Wisdom (either one can govern your spellcasting) is a key abili
ty for you. A high Dexterity score can prove helpful to you in combat, both to i
mprove your Armor Class and to help you beat the opposition to the punch with a
quick spell.
Entry Requirements
Alignment: Any nonlawful.
Base Attack Bonus: +4.
Skills: Knowledge (arcana) 8 ranks, Knowledge (nature) 8 ranks.
Spells: Ability to cast 2nd-level arcane spells and 2nd-level divine spells.
Special: Trackless step class feature.
Class Skills (4 + Int modifier per level): Concentration, Craft, Diplomacy, Hand
le Animal, Knowledge(arcana), Knowledge (nature), Listen, Profession, Ride, Spel
lcraft, Spot, Survival, Swim.
CLASS FEATURES
As they advance in level, arcane hierophants improve their spellcasting abilitie
s. They also learn how to change shape, and they develop powers that allow them
to use plants and animals as weapons and tools.
Weapon and Armor Profi ciency: You gain no profi ciency in any weapons or armor.
You abide by the same armor restrictions that druids do, and you lose your divi
ne spellcasting ability and supernatural or spell-like class abilities if you we
ar prohibited armor or carry a prohibited shield.
Spellcasting: At each level, you gain new spells per day and an increase in cast
er level (and spells known, if applicable) as if you had also gained a level in
an arcane spellcasting class and a level in a divine spellcasting class to which
you belonged before adding the prestige class level.
You do not, however, gain any other class feature a character of that class woul
d have gained. If you had more than one arcane spellcasting class or more than o
ne divine spellcasting class before becoming an arcane hierophant, you must deci
de to which class to add each level for the purpose of determining spells per da
y, caster level, and spells known.
Ignore Arcane Spell Failure: When casting an arcane spell, you ignore the arcane
spell failure chance for any nonmetallic light or medium armor (padded, leather
, or hide armor). You learn to cast arcane spells while wearing the types of arm
or that druids favor.
Wild Shape (Su): If you do not already possess the ability, you gain no new abil
ity to wild shape. However, you add your arcane hierophant level to your druid l
evel and gain the wild shape ability of a druid of the resulting level. For exam
ple, a character who is a 3rd-level wizard/3rd-level druid/4th-level arcane hier
ophant has the wild shape ability of a 7th-level druid. If you are not a druid,

(for example, if you entered the class as a wizard/ranger), you do not gain the
ability to wild shape.
Companion Familiar: Upon becoming an arcane hierophant, you must dismiss your fa
miliar, if you have one.
(You do not risk losing XP for doing so.) You may retain any one animal companio
n you already possess. You add your arcane hierophant class level to your druid
or ranger level for purposes of determining your animal companion s bonus Hit Dice
, natural armor adjustment, and Strength/Dexterity adjustment (see the sidebar T
he Druid s Animal Companion, page 36 of the Player s Handbook). For example, a chara
cter who is a 4th-level druid/3rd-level wizard/4th-level arcane hierophant has t
he animal companion of an 8th-level druid (+4 bonus HD, +4 natural armor, and +2
Strength/Dexterity adjustment, or an animal companion chosen from the 4thlevel
or 7th-level lists).
In addition, your animal companion (if any) gains many of the abilities that a f
amiliar would normally possess.
You add your arcane hierophant class level to your arcane spellcasting class lev
el, and determine the Intelligence bonus and special abilities of your animal co
mpanion accordingly (see the sidebar Familiars, page 53 of the Player s Handbook).
For example, a 4th-level druid/3rd-level wizard/4th-level arcane hierophant has
a familiar companion equal to that of a 7th-level wizard and 8th-level druid (I
ntelligence 9, alertness, improved evasion, share spells, empathic link, deliver
touch spells, speak with master, speak with animals of its kind, devotion).
The Hit Dice, hit points, attack bonus, saving throws, feats, and skills of the
familiar companion are determined as normal for an animal companion. Due to the
familiar companion s unusual Intelligence score, it may very well have more skill
points than other animals of its kind.
The familiar companion is a magical beast (augmented animal), but you can bestow
harmless spells on your familiar companion as if it were an animal instead of a
magical beast.
If your familiar companion is killed or dismissed, you do not lose XP. You can s
ummon a new familiar companion by performing a ceremony requiring 24 hours of un
interrupted prayer.
Channel Animal (Sp): Starting at 4th level, you gain the ability twice per day t
o establish a magical conduit between yourself and a single animal that you touc
h (including your familiar companion). For each use of this class feature, a spe
ll you cast whose range is touch or greater can originate from the animal instea
d of from you, provided that you have line of sight and line of effect to the an
imal. The spell s line of effect then extends from the animal to the target based
on the senses of the animal, not you.
You can also use this power to deliver touch spells through the animal. Once you
cast the spell, the animal is considered to be holding the charge for the spell
(see page 176 of the Player s Handbook).
Starting at 8th level, you gain two additional uses of this ability each day.
Channel Plant (Sp): Starting at 6th level, you gain the ability to establish a m
agical conduit between yourself and a natural, nonanimated plant (but not creatu
res of the plant type) once per day. This ability functions like the channel ani
mal class feature, except that the line of effect from the plant to the target i
s based on your senses.
You can use this power to deliver touch spells through the plant. Once you cast
the spell, the plant is considered to be holding the charge for the spell (see p
age 176 of the Player s Handbook), except that the spell is delivered to the first
creature or object that can receive the spell when the subject touches the plan
t.
At 10th level, you gain a second daily use of your channel plant ability.
PLAYING AN ARCANE HIEROPHANT
Think deeply, but creatively. Your character relies on a deep understanding of m
agic and nature for his powers.
He didn t get where he is, however, by thinking inside the box. He has forged his
own way by melding two distinct magical traditions to create a potent new whole.

Your thoughts and actions should reflect that blending of nature and magic.
Avoid emotion and excess.
Nature wastes nothing and proceeds without emotion or sentimentality.
You need not be dour, but calm deliberation suits your character better than rec
klessness or a volatile temper. Be wary of unexpected results and unintended con
sequences from your actions.
Take risks if you must, but stick to calculated risks.
When you ponder an action, know what you re likely to achieve if successful and wh
at you re likely to lose if you fail. Reject courses of action that expose you to
losses greater than your potential gains.
Be persistent. In time, the wind can wear away a mountain, so don t get discourage
d when things don t go your way. Still, strike hard when you can. A stroke of ligh
tning cleaves away rock faster than sand blown on the wind.
Show reverence for nature s beauty and bounty.
Oppose the wanton destruction of natural places and objects.
Combat
Your wild shape ability can make you an effective combatant when the need arises
, but your strength lies in your spells, and you don t have the Armor Class or hit
points to fight in the front line all the time. Your combination of arcane and
divine spellcasting ability gives you access to all the offensive spells you re li
kely to need, so don t forget to prepare a variety of utilitarian spells that prov
ide you and your party with healing, information gathering, and mobility.
Advancement
Arcane hierophant circles usually keep a close watch on any potential new member
s operating in or near their areas. They pay special attention to characters who
choose on their own to multiclass as druid/wizards (recognizing kindred spirits
), but they often study and secretly groom any spellcasters who show an interest
in nature. They may approach such characters with opportunities for adventuring
in the wild, such as tracking and rescuing captives, intercepting raids, or eve
n locating and propagating rare plants and animals.
Once accepted into a circle (see Organizations, below), a new arcane hierophant
is expected to continue his divine and arcane studies, maintain and defend the c
ircle s citadel, and undertake such missions as might become necessary to maintain
the circle s integrity.
These might include reconnaissance missions (to determine the whereabouts and in
tentions of potential enemies), diplomatic missions, and seeing to the protectio
n and training of prospective new recruits to the circle.
If you have the ability to wild shape, many options open up for you. The ability
is good for fighting, but you also can fly, swim, and even pass through solid g
round when in elemental form, making you an excellent scout and infiltrator.
Don t forget to take the Natural Spell feat in order to be able to use your formid
able spellcasting abilities while using wild shape.
Don t overlook the tactical possibilities that your channel power gives you. You c
an literally cast spells around corners though the use of this ability. You may
need to combine it with some divination to get a decent idea of where your spell
is aimed.
Resources
As a member of a circle, you have access to the circle s citadel.
Many citadels are little more than secret hideouts where you can stay for a nigh
t or two in reasonable safety. More influential and powerful circles have citade
ls that contain libraries and laboratories for your use and a staff of servants
and guards for assistance and protection.
Membership in a circle brings you in contact with other characters who share you
r ideals and your commitment to nature and to magic and who might be available t
o accompany you on adventures. A circle may include wildrunners, druids, rangers

, wizards, and maybe even some mid- to high-level barbarians. Such characters ge
nerally have starting attitudes of friendly toward you but will expect some sort
of compensation (such as a little cash up front and a cut of the proceeds after
the adventure). These characters might help you in other ways such as casting s
pells for you or even creating items. You ll still have to pay the going rate for
such services, but at least word of what you re doing won t spread beyond the circle
. Likewise if you re strapped for cash you might purchase services or items in ret
urn for your own labor (or for a favor to be named later).
ARCANE HIEROPHANTS IN THE WORLD
If the PCs get involved in the diplomacy, politics, or trade that passes between
different groups in the wild, they ll eventually meet arcane hierophants though the
y might not recognize them for what they are. To the casual observer, there s not
much difference between an arcane hierophant and a druid or wizard. When you nee
d an inscrutable character to convey information, render aid, or launch a magica
l attack in the wilderness, an arcane hierophant (or a whole circle of them) can
serve very well indeed.
Organization
Arcane hierophants band together in groups called circles.
A circle traditionally has at least seven members (though in theory even a singl
e arcane hierophant might establish a circle) and seldom more than two dozen mem
bers (not including guards and servants). Each circle maintains a secret retreat
, called a citadel, where the members can meet to study, train, and discuss matt
ers of mutual interest. A citadel is usually located in an area of great natural
beauty, such as a mountain valley, sylvan glade, or island. Some circles, howev
er, operate within cities, and their citadels might be located near waterways, g
ardens, or markets where produce or other natural products are sold.
Most circles value their privacy, but they don t take great pains to conceal their
existence (though they invariably keep the location of their citadel secret). S
ome circles operate publicly and others covertly, as their members prefer.
Each circle has a leader, usually called the speaker, chosen for his magical acc
omplishments, leadership skills, and persuasiveness. A speaker is often, but not
always, the most powerful spellcaster in the circle. Beyond that, a circle has
no formal organization, though an informal hierarchy based on seniority and meri
t develops in wellestablished circles.
Circles usually have no formal names. For convenience, the members choose some f
airly meaningless name or simply adopt the name of the circle s founder or one of
its more famous members. Circle members avoid names based on the location or app
earance of their citadel, because that information is supposed to be secret. Typ
ical circle names include The Fellowship of Cymbeline, Servants of the Harvest,
Friends of the Highwood, and Syngil s Watchers.
The only circle member with any real duties is the speaker, who keeps track of t
he other members and their doings, stays in contact with other circles, and sees
to it that someone (often the speaker himself) maintains the citadel and trains
new members.
Many arcane hierophants (especially halflings and adventurers of all kinds) beco
me associated with several different circles as they roam about. These itinerant
members almost never serve as speakers; they move from citadel to citadel, exch
anging news with the local arcane hierophants and taking on any tasks for which
a relative outsider might be well suited. The Circle of the Open Road provides a
notable exception to this rule: It is a mobile circle in which halflings make u
p most of the membership. Their speaker, a tallfellow halfling called Feideal Ch
estnutsower, is known for his love of roasted chestnuts and his penchant for pla
nting chestnut trees wherever he goes.
NPC Reactions
Arcane hierophants provoke a wide variety of reactions, depending on their own a

ctions and the ideals and prejudices of the people they meet.
A known member of a circle often stands in high regard among commoners in the ar
ea where the circle is located, especially if the circle has been active in defe
nding the area, dealing with natural disasters, or giving support and advice.
Such commoners will have an indifferent starting attitude at worst.
Not all circles are benign, however, and local folk probably have an unfriendly
or even hostile starting attitude when a circle has been acting contrary to thei
r interests, such as interfering with attempts at settlement, breeding or introd
ucing predatory animals, or disrupting activities such as mining or woodcutting.
Many druids look upon arcane hierophants as dabblers in the ethos of the druid a
nd are indifferent at best. Some druids look upon arcane hierophants as heretica
l or iconoclastic because of their mingling of nature and magic. The major point
of disagreement is how arcane hierophants think about nature and magic. They se
e both as forces that can be understood and manipulated, an idea many druids fin
d deeply offensive. These druids usually prove hostile to the arcane hierophant
circle.
Other druids regard arcane hierophants as kindred spirits and tend toward friend
ly starting attitudes upon meeting them. These druids may become allies or even
members of an arcane hierophant circle.
Rangers and bards usually respect arcane hierophants for their knowledge and mag
ical powers.

ARCANE HIEROPHANT LORE


Characters with Knowledge (arcana) or Knowledge (nature) can research the arcane
hierophants to learn more about them. When a character makes a skill check, rea
d or paraphrase the following material, including the information from lower DCs
.
DC 10: Arcane hierophants wield the magical might of both arcane spellcasters and
powerful druids. Many can take on the forms of animals and imbue the creatures
and plants around them with dangerous or useful spells.
DC 15: Groups of arcane hierophants are called circles, and their functions vary,
depending on their location and the temperaments of their members. Arcane hiero
phant circles are loosely organized under a single leader, called a speaker.
The speaker represents the circle in relations with outsiders but has little rea
l authority.
DC 20: Arcane hierophants believe that magic is just another force of nature, and
they behave accordingly. They share many of the same values and philosophical i
deas as druids but lack the druid s commitment to neutrality and the natural order
.
DC 30: Characters who achieve this level of success can learn important details
about the specific circles in your campaign, including notable members, the area
s where they operate, and the kinds of activities they undertake.
PCs trying to establish contact with a circle of arcane hierophants for some rea
son can do so through a Gather Information check. The check DC depends on how op
en the circle members are about their activities and goals; it can range from 10
for a circle that operates publicly to 20 for a clandestine circle. Most circle
s don t bother to keep their existence a secret, but they don t advertise their pres
ence either. Contacting such a circle requires a DC 15 Gather Information check.
In any case, a successful check either puts you in contact with the speaker or
with an intermediary or ally of the circle.
Discovering the whereabouts of a circle s citadel takes at least a DC 25 Gather In
formation check, and the task could be much more difficult or simply impossible.
ARCANE HIEROPHANTS IN THE GAME
Given their semisecretive nature, it s easy to introduce arcane hierophants to the
game. The PCs could meet one while traveling, or perhaps a druid or wizard they
know chooses to multiclass and eventually enters the prestige class.
The prestige class appeals to players who like to wield flashy magic but find so

rcerers and wizards a little too fragile.


Adaptation
Arcane hierophants are relatively rare as presented here, but you can decide oth
erwise for your own campaign.
You could create a great circle of arcane hierophants as the ruling magocracy (o
r theocracy) in a particular land, such as an elf kingdom or an unspoiled human
realm.
Entrusted with the learning and lore of a kingdom, arcane hierophants choose the
land s kings, hold the powers of high and low justice, and guide the land s defense
against the dangers all around.

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