Arcane
Large Humanoid
Hit Dice: 10d8 (45 hp’s)
Initiative: +0
Speed: 30ft
Armor Class: 15 (+5 natural) or 17 (+5 natural, +2 armor)
Attacks: By weapon +7/+2
Damage: By weapon
Face/Reach: 5ft x 5ft/10ft
Special Attacks: None
Special Qualities: Invisibility, Dimension Door, Telepathy
Saves: Fort +3, Ref +3, Will +12
Abilities: Str 10, Dex 10, Con 10, Int 18, Wis 16, Chr 16
Skills: Diplomacy +6, Gather Information +6, Innuendo +5, Knowledge (Arcana) +6, Listen +2, Profession (Merchant) +9, Search +2, Sense Motive +5, Speak Language (Common, Arcane, Dwarf, Elf, Gnome, Undercommon), Spot +2, Use Magic Device +13 (+7 natural ability)
Feats: Altertness, Iron Will, Skill Focus (Profession: Merchant)
Climate/Terrain: Any
Organization: Entourage of 1-6 individuals
Challenge Rating: 4
Treasure: Double Coins, Standard Goods, Double Items
Alignment: Always Lawful Neutral
Advancement Range: By Character Class

See the Second Edition Monster Manual for more information.

Combat:
Arcanes are non-combative, preferring to flee from conflict instead of fighting it out.  Most arcanes hire groups of fighters and other strong-arm types for protection while spending time in cities. If pressed into combat, they can use any magical item in their possession to the item’s fullest ability.

Telepathy (Sp): Arcane can become invisible three times per day as a mage casting the spell at the creature’s level.

Dimension Door (Sp): Arcane can use a dimension door ability three times per day as a mage of the creature’s level.

Telepathy (Ex): All arcane share a racial telepathy.  They know instantly when one of their number has been harmed and who has them.  They do not seek revenge, but will not do business with the attacker or his group until restitution is made.

Society:
See the Second Edition Monster Manual for more information.

Characters:
Arcane have the preferred multiclass of mage.