Mithrandir (Grey Pilgrim)

“In war, victory. In peace, vigilance. In death, sacrifice.”

The Mithrandir were once some of the most respected battle-mages in all Therafim. Trained by experienced combat mages, they bring great power to the battlefield. In the wars of old, they have proven themselves instrumental in protecting whichever force they allied with against their foes. In the recent third Dragon war many Mithrandir lost their lives during the onslaught. Since their creation in ancient lore, they have been one of Therafims most effective tools against subversion by foreign or hostile powers that seek to affect the world.

The road they must travel to achieve such ends is long, difficult, and often lonely, but the special people who follow this path are made of the stuff that can endure such hardships. Their reward? In days of old the Mithrandir commanded the respect of their peers and the people of Therafim, and the gratitude of kings. However in this present age the Mithrandir are but a whisper on the wind, no more than a handful still exist scattered across the globe and none but the most dusty scholar might realize their crest if he saw it.

Most Mithrandir serve Therafim discretely, acting only at the time of great crisis. Although some of the Mithrandir work more proactively, seeking out potential threats to Therafim and rectifying them before the situation merits greater attention.

Hit Die: d4.

To qualify to become a Mithrandir, a character must fulfill all the following criteria.

  • Alignment: Any nonevil.
  • Skills: Concentration 8 ranks, Spellcraft 5 ranks.
  • Feats: Combat Casting, any one metamagic feat.
  • Spells: Able to cast 4th-level arcane spells.
  • Special: The candidate must be accepted into the Mithrandir.

Class Skills:
Skill Points: 2 + Int modifier.
The Mithrandir class skills are Concentration (Con), Craft (Int), Decipher Script (Int), Knowledge (Int), Profession (Wis), Spellcraft (Int), and Spot (Wis).

Level BAB Fort Ref Will Special Spells per Day/Spells Known
1st +0 +0 +0 +2 - +1 level of existing arcane spellcasting class
2nd +1 +0 +0 +3 Metamagic feat +1 level of existing arcane spellcasting class
3rd +1 +1 +1 +3 Selective spell +1 level of existing arcane spellcasting class
4th +2 +1 +1 +4 Metamagic feat, spellguard +1 level of existing arcane spellcasting class
5th +2 +1 +1 +4 Selective spell (multiple types), spell power +1 level of existing arcane spellcasting class

Class Features:

All the following are class features of the Mithrandir prestige class.

Weapon and Armor Proficiency: Mithrandir gain no proficiency with any weapon, armor, or shield.

Spells per Day/Spells Known: When a new Mithrandir level is gained, the character gains new spells per day (and spells known, if applicable) as if he had also gained a level in whatever arcane spellcasting class granted him access to 4th-level spells before he added the prestige class. He does not, however, gain any other benefit a character of that class would have gained (bonus metamagic or item creation feats, bard or assassin abilities, and so on), except for an increased effective level of spellcasting. This essentially means that he adds the level of Mithrandir to the level of whatever other arcane spellcasting class granted him access to 4th-level spells, then determines spells per day, spells known, and caster level accordingly.

If a character had more than one arcane spellcasting class that granted access to 4th-level spells before he became a Mithrandir, he must decide to which class he adds each level of Mithrandir for the purpose of determining spells per day and spells known.

Metamagic Feat: At 2nd level and again at 4th level, the Mithrandir may select any metamagic feat he does not already have as a bonus feat. He must meet any prerequisites for a feat in order to select it.

Selective Spell (Su): Mithrandir are specifically trained to minimize collateral damage when casting their combat spells. Once per day per point of Intelligence bonus (minimum once per day), a Mithrandir of at least 3rd level may designate a single type (and subtype, if desired) of creature when casting a spell. When a single creature type has multiple subtypes, the Mithrandir may choose to count only one of the subtypes or all of them, at his discretion. At the Mithrandir's option, that type of creature is either the only type affected by the spell or the only type unaffected by it. Inorganic material, objects, and anything else that does not have a creature type is affected normally. Casting a selective spell requires a fullround action.

For example, suppose a Mithrandir is patrolling the forest with a party of Knights made up of two humans, an elf, and a dwarf. Suddenly, the group is rushed by goblins. The Mithrandir uses his selective spell ability to cast a fireball, designating humanoid (goblinoid) as the only creature type affected. The fireball detonates in the midst of the melee, and although the Mithrandir's companions are within the area of the spell, they are spared any ill effects.

At 5th level, the Mithrandir may designate multiple creature types and subtypes for a selective spell. Each type or subtype so designated, however, uses up one additional use per day of his selective spell ability.

Spellguard (Su): At 4th level, the Mithrandir may cast any personal-range defensive arcane spell on another character with a touch. For this purpose, a defensive spell is one that improves AC, increases a saving throw modifier, or grants additional hit points (either by healing wounds or by bestowing temporary hit points).

Spell Power (Ex): At 5th level, the Mithrandir's effective caster level increases by 1 for the purpose of determining level dependent variables and making caster level checks.