Azuth - Magefriend (Character Kit)

Class Information 	Class Information
Racial Requirements 	Any except dwarves and halflings
Ability Requirements 	Intelligence 16,Wisdom 9
Prime Requisite 	Wisdom
Hit Die Type 	d8
Attack as 	Priest
Save as 	Priest
Advance as 	Priest
Spell Ability? 	Yes
Exceptional Strength? 	No
Exceptional Constitution?	No
Starting Cash (x10 gp) 	3d6
Proficiencies 	Proficiencies
Weapon Slots 	2
Additional Slot 	4
Nonproficiency Penalty 	3
Nonweapon Slots 	4
Additional Slot 	3
Available Categories 	General, Priest, Wizard
Bonus Proficiencies 	Alchemy, spellcraft
Recommended Proficiencies	Herbalism, religion
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==Overview==
Azuth is the patron god of wizards and mages and all spellcasters to some extent. Magefriends are priests who advise and counsel wizards, much in the same way that Azuth advises and counsels Mystra.
Most magefriends are wanderers, as opposed to those who stay cloistered in Azuth's temples. They are a common sight in adventuring parties.
==Description==
A magefriend could in fact pass for a mage himself. Their vestments are long robes of shimmering gray topped by a light blue cloak and hood. The holy symbol of Azuth is also often worn openly. Most magefriends favor a simple staff as their weapon. Like the wizards they advise, magefriends shun armor.
==Role-Playing==
Magefriends combine the best of both the ecclesiastical and magical worlds. They have the wisdom, insight, and spells of the cleric, plus the experience of wizardly spellcasting.
As befitting a god of law and neutrality, the magefriends are a serious, orderly sect, easily able to lapse into metaphysical discourse at the drop of a hat. Magical power must be wielded, they argue, with logic and rationality as the guiding forces.
They take their roles as wandering advisors to wizards very seriously. To them, it is a high honor to counsel the wielders of magical energy. Magefriends also spend time coming to the aid of wizards, magical sites, and shrines to Azuth and Mystra both. For a sect of intellectuals, their spell-combat prowess is formidable, and they have no reservations about going into battle.
Mystra and Azuth are friends. Consequently, the clerics of both gods freely help those of the other.
==Special Abilities==
In addition to their normal clerical spells, all Magefriends can acquire and cast wizard spells like wizards of half their level. Magefriends can be specialist wizards, but they must still meet all the qualifications that the particular school has. Wizard spells are gained not through studying spellbooks, but through meditation and prayer, the same way that they gain priest spells.
==Special Disadvantages==
Magefriends cannot wear armor, and are limited to the staff, darts, club, and dagger as their weapons. Gnome magefriends must be specialist wizards, choosing the Illusion school of magic.
Despite their ability to cast wizard spells, magefriends cannot use magic items that are meant exclusively for wizards, with the exception of wizard spells on scrolls.
All magefriends must be lawful neutral. Violation of this alignment results in all mage and priest spells being withheld until atonement is cast on the offender.
Magefriends cannot turn undead, nor can they cast priest spells from the Animal, Plant, or Weather spheres. Magefriends also cannot be multi-classed characters, since they already are in some ways.