Arcanamach (Character Kit)

Arcanamach
Description: Each of the sorcerer- monarchs selects an elite few to study and learn magic under his protection. These hated creatures are arcanamachs defilers sponsored by the sorcerer-king and loyal to him. Acting as his emissaries and spies, the arcanamachs are the only wizards of Athas who freely and openly practice their art. Only the protection of the sorcerer-king himself keeps an arcanamach from an ugly death at a mob’s hands.
Only defilers may choose to be arcanamaths, and only the best and brightest of potential students are selected. The arcanamach must possess a Wisdom of 13 or better, an Intelligence of 17 or better,and a Charisma of 15 or better to qualify as an arcanamach. Some arcanamachs begin as neutral characters, but at some point in their careers they must wholly give themselves over to the service of their king and assume an evil alignment.
Role: Arcanamachs are some of the most powerful characters in a campaign. Even the dreaded templars dare not trouble the arcanamachs for fear of the sorcerer-kings wrath. The lifestyle of the arcanamachs varies from city to city, but they generally have any materials or luxuries they could want and guarded care- fully. Arcanamachs enjoy the favor of their kings, and their fortunes rise or fall with the sorcerer-monarchs.
Arcanamachs are known by different names in different cities. In Draj, they are known as Lawgivers; in Nibenay, they are called Hands of Shadow. In the free city of Tyr, Kalaks arcanamachs are now wanted criminals. Most have fled the city although there are rumors that a few have sworn allegiance to Tithian.
Preferred Schools: Each of the schools of magic has its uses to a sorcerer-king, and a wide variety of specialists is recruited to serve as in the ranks of the arcanamachs.
Weapon Proficiencies: Arcanamachs are occasionally required to serve with the sorcerer-kings armies. They may choose from the following weapons: staff, dagger, sling, short bow, short sword, dart, javelin.
Nonweapon Proficiencies:
* Bonus: Ancient History, Reading/Writing, and Spellcraft. 
* Recommended: Land-based Riding, Etiquette, Herbalism, Engineering, Bureaucracy.
Special Abilities: Arcanamachs are the only wizards of Athas who can openly practice their art. Their access to the excellent libraries of the sorcerer-kings provides them with the ability to automati- cally learn one spell of their choosing whenever they gain a level. Specialists may learn two. In addition, there is a 5% chance per level of the character that the sorcerer-king takes personal notice of the characters studies and allows him to immediately add 1d4 spells to his spell repertoire. Characters who enjoy the sorcerer-kings notice can also research spells or manufacture magical items at no cost to themselves, although they must still take time to arrange for the correct materials to be brought to them.
Arcanamachs can requisition all sorts of magical items from the sorcerer-kings hoard, and they begin play with 1,500 xp worth of magical items already in their possession. When the arcanamach gains a level, he can request another 1,500 xp worth of items. There is a 5% chance per level of the wizard that his request is granted.
Within the domain of their sorcerer king, arcanamachs will not be arrested or interfered with by the kings templars or
guards, within reason. An arcanamach caught in a treasonous act is in just as much danger as anyone else. Arcana- machs can request guards at any time after they reach 5th level; usually a pair of 3rd-level fighters are assigned for up to a month, but the numbers and skill of the guards are increased as the arcanamach gains levels. The DM should be careful to ration the arcanamachs use of this power; an arcanamach whose guards consistently die during their assignments eventually finds no guards willing to serve him.
Special Hindrances: The arcanamach is a marked man. He has enemies every- wherethe Veiled Alliance, jealous nobles and templars, and even his ambitious peers and only one friend: the sorcerer king. In return for the favor showered upon the arcanamach, the sorcerer king expects absolute loyalty. The arcanamach must vigorously pursue his sorcerer kings interests or risk disfavor.
Anytime the arcanamach wishes to pursue his own studies, go on an adven- ture, or even just take a vacation, there is a base 50% chance that the sorcerer-kings demands interfere. The character may be assigned as part of a diplomatic party to another city-state, he may be asked to accompany a military force to battle, or he may even be loaned out to a powerful noble or templar to assist in their enter- prise. The DM should play this carefully; if the player has been playing his character well, his arcanamach might not be both- ered quite so often. If the player has been abusing his characters perks, however,
its a good sign that the wizard is leaning heavily on the sorcerer-king and is in the monarchs thoughts.
Then, too, the arcanamach is very often the target of the sorcerer-kings ene- mies. There is a 25% chance per month that someone moves against the arcana- mach. The Veiled Alliance may attempt to assassinate him, or a templar may attempt to discredit the arcanamach in the sorcerer-kings eyes by planting evidence or similar tactics. The arcanamach must be eternally vigilant for the machinations of his many enemies.
Wealth Options: The arcanamach begins with the standard amount of money for a wizard character. However, he always has free lodging available to him in the sorcerer-kings palace.
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