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The high priest of the Church of Calafax will never be still.
He will walk the land, never stopping for more than one night,
except in times of great need. He will travel where he is
most needed and right the wrongs only he can right. In this
task he is granted nine diviners, the eyes of Calafax who
see where he cannot and know where he will be most needed.
Eight fire eyes each look to one of the cardinal points of
the compass, and one other looks upon the Firewalker. That
Fire Eye is the chief among the Fire Eyes for he (and he alone)
sees the future of the Firewalker himself. Calafax grants
this boon and no more than this, lest the Firewalker command
too much power and sees into realms that are the province
of the gods.
The Korvast Scrolls.
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There are nine separate branches of the Church of Fire in Urova.
The lands of Calclafique, Eldagaire, Genbasson, Junos, Kerikal,
Norandor, Salmaynak, Sorostrae and Tibrai each have their own Firewalker,
and each Firewalker has his nine Fire Eyes. The Fire Eyes foresee
where the Firewalker is needed and send word to him.
When a cleric becomes a Fire Eye a physical change takes place.
A third eye of burning flame appears on the cleric's forehead. By
concentrating through that eye the cleric can cut through illusions
and deceit as if they were not there. The most proficient of them
can even part the veil and look into the future.
The number of Fire Eyes is strictly governed by the Korvast Scrolls.
The Firewalker himself must anoint the forehead of the chosen cleric
with enchanted magma at a holy shrine to Calafax. There must be
no more than nine Fire Eyes at any one time and the Fire Eyes only
serve in their capacity as seers. They do not take on any other
roles in the church hierarchy.
All these roles were broken by Tarrashar the Firewalker of Norandor.
He has created literally hundreds of Firewalkers, at least one of
which (Vina Leikey) holds the position of First Flame at Scaldarnus.
This has created up roar in the churches outside Norandor, but as
Norandor is now without a Firewalker, nothing much has been done
about it.
Game Rule Information
Fire Eye is a new prestige class created for the Iourn setting,
although it is easily adapted to other settings. The following game
related statistics apply to the Fire Eye. Note that these statistics
make use of my house rules, and some work may need to be done to
convert the class into standard D&D.
Hit Dice: d6
Requirements
To qualify to become a Fire Eye, a character must fulfil the following
criteria. The easiest route into this prestige class would be three
levels in Cleric and then the fourth level in Fire Eye.
Concentration: 5 ranks
Knowledge (religion): 5 ranks
Knowledge (arcana): 2 ranks
Spot: 2 ranks
Spellcasting: Must be able to cast second level divine spells,
at least five of which have the [Fire] descriptor.
Deity: Must venerate Calafax
Special: Must be a member of the Church of Fire (Firestarter)
and in good standing. Must be personally chosen by the Firewalker
and anointed in a secret ceremony at a holy shrine.
Class Skills
The class skills for a Fire Eye (and the key abilities for those
skills) are as follows: Bluff (Cha), Concentration (Con), Craft
(Int), Diplomacy (Cha), Gather Information (Cha), Heal (Wis), Knowledge
(arcana) (Int), Knowledge (the planes) (Int), Knowledge (religion)
(Int), Profession (Wis); Search (Int); Spot (Wis) and Spellcraft
(Int).
Skill Points at Each Level: 2 + Int Modifier
Class Features
Weapon and Armour Proficiency: Fire Eyes gain no additional
proficiencies with weapons or with armour. They retain any previous
proficiencies and feats.
Access to Spells: At each even-numbered level of Fire Eye,
the character gains new spells per day as if he had also gained
a level as a cleric of Calafax. He does not, however, gain any other
benefit a character of that class would have gained, except for
an increased effective level of spellcasting.
Link with Firewalker (Su): All Fire Eyes can communicate
with the Firewalker through a form of telepathy. They use this ability
to summon the Firewalker in times of trouble. This power only functions
on the designated head of their church. A Fire Eye from Sorostrae
couldn't link with the Firewalker of Norandor. Fire Eyes only use
this ability when it is absolutely necessary. They do not want to
bother their boss.
Enhanced Vision (Ex): At first level the visual acuity of
the Fire Eye becomes greatly sharpened. He gains a +4 bonus to all
Spot and Search checks. He also gains Low Light Vision and Darkvision
(to 120 ft) if he did not already possess these gifts.
See the Unseen (Su): The Fire Eye is able to detect various
auras given off by living creatures. All these abilities are continuously
in effect although the Fire Eye can suppress some or all of them
as a free action. At first level the Fire Eye gains the ability
to continuously detect magic, detect chaos, detect
evil, detect good, detect law, detect animals
or plants, detect secret doors, detect snares and
pits, detect poison and detect undead. At third
level the cleric adds arcane sight and detect scrying
to this list. At fifth level he adds true seeing. At seventh
level he adds greater arcane sight.
All Round Vision (Su): From second level the Fire Eye literally
gains eyes in the back of his head. He is never surprised, and cannot
be flat footed or flanked.
Fiery Eye (Su): From fourth level the Fire Eye can conjure
a fiery eye that he can use to scout. The eye can fly at a speed
of 30 feet per round and can view the area in a 360° radius
around itself. The eye possesses all the enhanced senses the Fire
Eye has gained through his Enhanced Vision and See the Unseen abilities.
Once conjured the eye remains in existence for one hour per class
level. It can be dismissed at will. A Fire Eye can conjure one fiery
eye per day at fourth level, but gains an additional use of this
ability at levels six and eight. However, he cannot have more than
one fiery eye in existence at any one time.
In order to see what the sensor can see the Fire Eye must close
his own eyes, making him vulnerable. The Fire Eye can mentally direct
the sensor to a specific location, or give it a brief command (25
words or less) that it will obey to the letter, until the Fire eye
takes control of it again. There is no maximum range on the sensor,
and it can even cross into other dimensions.
The sensor appears as a fiery eye. It is there pretty easy to spot
(especially at night). Because it is a supernatural ability, dispel
magic and similar spells that affect the weave will not destroy
a fiery eye. However, it will cease to exist if it enters an antimagic
area. The eye is incorporeal, immune to fire damage, has 1 hit point
and an armour class of 18. It has a Hide skill of +12 (or +4 in
darkness) and always moves silently and with perfect manoeuvrability.
Premonition (Su): From seventh level the Fire Eye gains
his trade-mark powers to look into the future. He must focus to
use this power. Focusing is a full round action that provokes an
attack of opportunity. The Fire Eye can look at a place, a person
or an item and receive a general impression of the immediate future
of that item. The premonition can extend into the future up to one
day per class level. However, the Fire Eye cannot be too specific
as to when the event will take place.
The Fire Eye knows if the future bodes good or ill for the subject
of the power, and he also knows the extent of the benefit or the
calamity. The Fire Eye also knows whether it is a matter of interest
to the Church of Fire. He must then decide whether or not the Firewalker
should be summoned.
From eighth level the Fire Eye's mastery of this power becomes
more acute. When focusing on an object, person or place he gets
flashes of what might take place in the future unless steps are
taken to avoid it. The Fire Eye must make a Knowledge (Arcana) check
at a DC determined by the GM to interpret these visions.
See the Winds of Fate (Su): A tenth level fire eye can see
the work of Fate all around, simply by pausing and concentrating.
He sees the eddies and the currents in Fate that pull a person hither
and thither. The Fire Eye's abilities of Premonition are greatly
enhanced and remain constantly in effect around the Fire Eye. The
Fire Eye begins to see things unfold before they actually happen.
This grants the Fire Eye a +4 insight bonus to Armour Class and
Reflex Saving throws. In certain other situations (at the discretion
of the GM) a bonus of +2 or +4 could also be granted - for example,
if a fire eye is haggling over the cost of an item he might know
the lowest price the vendor is prepared to accept and thus receive
a bonus to his bluff skill.
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Class
Level
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Base
Attack
Bonus
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Fort
Save
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Ref
Save
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Will
Save
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Special
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Spells per day
|
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1
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+0
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+0
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+0
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+2
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Link with Firewalker; Enhanced Vision; See
the Unseen
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---
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2
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+1
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+0
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+0
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+3
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All Round Vision
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+1 level of existing class
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3
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+2
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+1
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+1
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+3
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See the Unseen
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---
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4
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+3
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+1
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+1
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+4
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Fiery Eye (1/day)
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+1 level of existing class
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5
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+3
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+1
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+1
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+4
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See the Unseen
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---
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6
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+4
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+2
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+2
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+5
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Fiery Eye (2/day)
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+1 level of existing class
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7
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+5
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+2
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+2
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+5
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Premonition; See the Unseen
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---
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8
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+6
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+2
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+2
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+6
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Fiery Eye (3/day)
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+1 level of existing class
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9
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+6
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+3
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+3
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+6
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Premonition
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---
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10
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+7
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+3
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+3
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+7
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See the Winds of Fate
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+1 level of existing class
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See Also:
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