Fire Eye

Overview of Iourn
Character Classes
Races and Templates
Money and Equipment
Languages
Time and the Moons
Cosmology
Religions
Guilds and Societies
Gazetteer
History
Timeline of Events
Campaign Log
Character Spotlight
New Spells
A to Z
Sitemap


What's New?
Teacosy Home
Iourn Home
D&D Home
4th Edition

FBI Home
Hurssia Home
Special Features
Master Sitemap
FAQ

Iourn Home > Classes of Iourn > Fire Eye

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.

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.

Class
Level
Base
Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Special
Spells per day
1
+0
+0
+0
+2
Link with Firewalker; Enhanced Vision; See the Unseen
---
2
+1
+0
+0
+3
All Round Vision
+1 level of existing class
3
+2
+1
+1
+3
See the Unseen
---
4
+3
+1
+1
+4
Fiery Eye (1/day)
+1 level of existing class
5
+3
+1
+1
+4
See the Unseen
---
6
+4
+2
+2
+5
Fiery Eye (2/day)
+1 level of existing class
7
+5
+2
+2
+5
Premonition; See the Unseen
---
8
+6
+2
+2
+6
Fiery Eye (3/day)
+1 level of existing class
9
+6
+3
+3
+6
Premonition
---
10
+7
+3
+3
+7
See the Winds of Fate
+1 level of existing class

See Also:

 
Teacosy Home | Iourn Home | D&D Home | FBI Home | Hurssia Home | Special Features | Sitemaps | Disclaimer | Contact Me