ARCANE
Large Giant
Hit Dice: 10d8 (45 hp)
Initiative: 0
Speed: 30 ft.
Armor Class: 15 (-1 size, +6 natural)
Attacks: Longsword +6 melee
Damage: Longsword 1d8
Special Attacks: Nil
Special Qualities: Spell-like abilities, racial telepathy
Saves: Fort +7, Ref +3, Will +8
Abilities: Str 10, Dex 10, Con 10, Int 18, Wis 18, Cha 18
Skills: Appraise +11, Knowledge (arcana) +8, Profession (merchant) +9, Use Magic Device +20
Feats: Run, Skill Focus (Appraise), Skill Focus (Use Magic Device)
Climate/Terrain: Any land and underground
Organization: Solitary or trade mission (2-6)
Challenge Rating: 5
Treasure: Standard
Alignment: Usually lawful neutral
Advancement: By character class
The arcane are a race of merchants, found wherever there is potential trade in magical items. They appear as tall, lanky, blue giants with elongated faces and thin fingers; each finger having one more joint than is common in humanoid life. The arcane dress in robes, although there are individuals who are found in heavier armor, a combination of chain links with patches of plate (AC +2).
COMBAT
For creatures of their size, arcane are noticeably weak and non-combative. They can defend themselves when called upon, but prefer to talk and/or buy themselves out of dangerous situations. If entering an area that is potentially dangerous (like most human cities), the arcane hires a group of adventurers as his entourage.
Spell-Like Abilities: 3/day--dimension door, invisibility. These abilities are as the spells cast by an 8th-level sorcerer (save DC 14 + spell level).
Racial Telepathy (Su): An injury to one arcane is immediately known to all other arcane. The arcane do not seek vengeances against the one who hurt or killed their fellow. They react negatively to such individuals, and dealing with the arcane will be next to impossible until the individual makes restitution.
Skills: Arcane receive a +10 racial bonus to Use Magic Device checks.
ARCANE SOCIETY
Nothing is known about the arcane's origins; they come and go as they please, and are found throughout the known worlds. When they travel, they do so on the ships and vehicles of other races. Finding such ships with arcane aboard is rare, and it is suspected that the arcane have another way of travelling over long distances.
Contacting the arcane is no trouble in most civilized areas: a few words spread through the local grapevine, through taverns, guilds, and barracks, are enough to bring one of these creatures to the surface. In game terms, finding an arcane requires a Gather Information check with a DC of 18; the DC increases by 6 in a thorp, 4 in a hamlet, and 2 in a village, while it decreases by 2 in alarge town, 4 in a small city, 6 in a large city, and 8 in a metropolis. Arcane never set up permanent "magic shops."
The arcane's stock in trade is to provide magical items, particularly spelljamming helms, which allow rapid movement through space. The arcanes' high quality and uniform (if high) prices make them trusted retailers. They accept payment in gold, or barter for other magical items.
The arcane take no responsibility for the use of the items they sell. They often make deals with both sides in a conflict, fully aware that they might annihilate all of their potential customers in a region. The arcane have no dealings with neogi, nor with outsiders.
Those dealing with the arcane find them cool, efficient, and most importantly, uncaring. Trying to haggle with an arcane is a chancy business, at best. Sometimes they will engage in haggling with a bemused smirk, but just as often leave the buyer hanging and walk out on negotiations. They do not like being threatened, insulted, or blackmailed. Those who do so will find it very difficult to purchase reliable equipment. An arcane will not raise his hand in vengeance or anger--there are more subtle ways to wreak revenge.
ARCANE CHARACTERS
An arcane's favored class is wizard. Arcane clerics have access to two of the following domains: Knowledge, Law, Magic, Travel, and Trickery.
This document was created using the Advanced Dungeons and Dragons 2nd Edition Monstrous Manual, the Dungeons & Dragons Conversion Manual, and the Dragon Magazine article "How to Create a Monster," as well as the three Dungeons & Dragons Core Rulebooks.



