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| TevolRia02-06-08, 10:33 AM | Lord of Eyes you think that because I have read from the forbidden texts that I see through clouded eyes. But, I have never seen things clearer in my life! Fenrari, a Lord of Eyes The Lord of eyes are rare but powerful. Spread out and mostly in hiding, they hold secrets best kept locked away. BECOMING A Lord of Eyes Levels in any spellcasting class can get you into this class easily enough, though warlock and wizard fit the flavor better than any other. ENTRY REQUIREMENTS To qualify to become a Lord of Eyes, a character must fulfill all the following criteria: Skills: Decipher Script 6 ranks, Knowledge (arcana) 13 ranks, Knowledge (the Planes) 4 ranks, Spellcraft 13 ranks Caster Level: 10th Special: the character must read the Forbidden Lore of Eyes (see Forbidden Lore). Class Skills Lord of Eyes’ class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Decipher Script (Int), Knowledge (Any) (Int), Search (Int), Spellcraft (Int), Spot (Wis). Skills Points at Each Level : 2 + int Hit Dice: d6 BAB Fort Ref Will Abilities Spellcasting 1. +0 +0 +0 +2 Third Eye, Chain of Eyes 2. +1 +0 +0 +3 Eye-bat Familiar +1 level 3. +1 +1 +1 +3 Low-light vision, See in Darkness 30 ft. +1 level 4. +2 +1 +1 +4 Stunning Gaze 30 ft. +1 level 5. +2 +1 +1 +4 Shroud of the Peering 6. +3 +2 +2 +5 See in Darkness 60 ft. +1 level 7. +3 +2 +2 +5 True seeing, Greater Prying Eyes 8. +4 +2 +2 +6 Stunning Gaze 60 ft., Greater Scrying +1 level 9. +4 +3 +3 +6 See in Darkness 120 ft., Eye of Power +1 level 10.+5 +3 +3 +7 Oblivion of Eyes Weapon Proficiencies: Lord of Eyes gains no new weapon or armor proficiencies. Third eye (Ex and Su): A Lord of Eyes can open there third eye at will, unleashing its forbidden powers upon the world. The eye, when open, provides a bonus on spot and search checks equal to your class level. Also active is a constant greater arcane sight effect (that also has the ability to detect psionic effects as well as magical ones). The third eye also provides a +1 insight bonus on attack rolls, damage rolls, AC, and saving throws. This insight bonus increases by 1 at every odd numbered level of this class. Also, while your third eye is open, you gain a caster level boost for divination spells and clairsentience powers equal to one-third your level in this class (rounded down). You can only keep your third eye open for one minute per level. To open the third eye, it takes a standard action that does not provoke attacks of opportunity. At 5th level, this it only takes a move action, and at 8th level it is a swift action. When the duration is up and the third eye closes, the Lord of Eyes becomes fatigued. The second time in the same day as the first causes exhaustion, even if the character has been cured of the fatigue. Every use beyond the second within the same day causes the Lord of Eyes to become exhausted (if he was cured from his earlier exhaustion at all), take non-lethal damage equal to twice his Lord of Eyes class level, and take 2 points of wisdom damage. If a Lord of Eye’s wisdom score reaches zero from repeated use of their third eye in one day, then the Lord of Eyes dies and his soul goes to the demi-plain of Anumbras (sometimes called the plain of infinite eyes). It is not possible to damage a Lord of Eye’s third eye; attacks that would touch or damage it simply bounce off harmlessly, though they do cause the eye to close prematurely, thus fatiguing the Lord of Eyes. The third eye vanishes when closed, although True Seeing can see the closed third eye. Chain of Eyes: A Lord of Eyes of 1st level adds Chain of Eyes to their spell known. Eye-bat familiar: At 2nd level, a Lord of Eyes gains a strange familiar that is unlike any other creature in existence: an eye-bat. An Eye-bat is an eye that has strange brown-scaled eyelids that lead back into a pair of similarly scaled bat wings. The eye-bat works like any other familiar, and provides its master with a +2 on spot and search checks. The Lord of Eyes and his Eye-bat familiar can communicate telepathically at any distance. A lord of Eyes can channel a ranged touch attack or a ray, through their Eye-bat. To do so, they must successfully hit the Eye-bat with the spell in question, at which point the spell goes where you want it within range of its new origin (the Eye-bat). This does not damage or affect the Eye-bat in any way. A Lord of Eyes has the ability to see what the Eye-bat sees as though using the arcane eye spell (PHB page 200). An Eye-bat cannot truly be killed. When ‘death’ occurs it simply vanishes and returns, fully healed, within 24 hours. As such, a Lord of Eyes takes no experience penalties when their Eye-bat dies. A Lord of Eyes does not summon an Eye-bat, it simply appears one day without explanation, yet the Lord of Eyes knows that they are linked and that they belong together. Thus, no gold is expended to create an Eye-bat, and a Lord of Eyes may not opt to not have an Eye-bat familiar. (for Eye-bat stats, see below.) If the Lord of Eyes had class levels in a class that provided a familiar (or took the obtain familiar feat), then the level of that class and the Lord of Eyes prestige class stack for the purpose of Eye-bat familiar abilities. Spellcasting: at 2nd level, and every level except 5th, 7th and 10th, the Lord of eyes gains spells per day, spells known, and an increase in caster level, as if he had also gained a level of whatever spellcasting class they were before taking levels of this prestige class. If they had more than one spellcasting class prior to taking levels of this one, then they must choose which one to increase at each level. This choice cannot be later changed. Also, at certain levels of this class, certain spells are added to your spells known/ spellbook. These are in addition to the spells you would normally gain from leveling up. If you were a warlock prior to joining this class, then these spells are treated as spell-like abilities, useable just like any other warlock invocation. Low-light Vision: At 3rd level, a Lord of Eyes gains Low-light Vision. See in Darkness (Ex): At 3rd level, a Lord of Eyes gains the ability to see in any form of darkness, even that produced by the deeper darkness spell or from a Lord of Eyes 10th level ability (see below). This starts at 30 feet at 3rd level, 60 feet at 6th level, and 120 at 9th level. Stunning Gaze (Su): At 4th level, a Lord of Eyes can stun foes with the mere focusing of his third eye. As a swift action, all foes in a 30 foot cone must make a Will Save (10 + Lord of Eyes level + cha modifier) or be stunned for 1d4 rounds. At 8th level, the range becomes a 60 ft. cone. A Lord of Eyes must have his third eye open to use this ability. Shroud of the Peering (Sp): At 5th level, the Lord of Eye can call on the Shroud of the Peering, gaining all-round vision for the duration of the shroud. This makes the Lord of Eyes immune to flanking and lasts for 1 hour per two levels of this class. The Shroud of the Peering can be called at will. A Lord of Eyes must have his third eye open to use this ability. True Seeing (Su): At 7th level, the Lord of Eyes has honed the visual acuity of his third eye to the point that it sees things as they truly are. The Lord of Eyes has a continuously active true seeing as long as his third eye is open. Greater Prying Eyes: A Lord of eyes that has reached 7th level adds the Greater Prying Eyes spell to their spells known. Greater Scrying: A Lord of Eyes of 8th level adds Greater Scrying to their spell known. Eye of Power: A Lord of Eyes of 9th level adds Eye of Power to their spells known. Oblivion of Eyes (Sp): At 10th level, the Lord of Eyes masters the most powerful ability of their Eye-bat. Once per day, for one minute, the Lord of Eyes can transform their Eye-bat into a large, black cloud spanning 30 feet in every direction from its starting place. All creatures caught in the cloud are treated as blind while in the cloud and thus take the penalties of being blind. All enemies in the cloud take 10d6 force damage per round as countless eyes open and blast them with rays of force. A Lord of Eyes must have his third eye open to use this ability. PLAYING A LORD OF EYES Be secretive, step in and show what you really are only when absolutely necessary, and leave your enemies as corpses and your allies bewildered. But remember that using the third eye is straining and could even kill you if you are not careful! Combat: Your third eye and your eye-bat familiar are your most powerful weapons. Take many ray and ranged touch spells to cast through your eye-bat. When you are powerful enough to transform your eye-bat into the Oblivion of Eyes, step back and watch the slaughter begin. But more importantly, avoid combat whenever possible by using your divination spells to see it coming. Advancement: Taking divination spells is helpful for spying on enemies and avoiding combat (or setting up traps and ambushes). Taking many ray and ranged touch spells can give you an edge when fighting enemies at a distance. Resources: A Lord of Eyes can expect no help, except from his Eye-bat, his own magic, and ,in some cases, another Lord of Eyes. The demi-plain of Anumbras also holds secrets that could prove helpful… LORD OF EYES IN THE WORLD This mage guy, I looked at him hard, to scare him away, you know? And out of nowhere this eye opens up in his forehead, and some weird disembodied eye, with wings comes out of nowhere, and before I know it, I can’t even move! Then I wake up in some temple being told that I was found at the brink of death… wish I knew what happened back there… Timothy, local thief The Lord of Eyes have existed only so long as powerful magic users have come across the Forbidden Lore of Eyes. It is mysterious at best how the Lore leads to the adopting of this class, but it does. Daily Life: In general, a Lord of Eyes is much like any other secretive spellcaster; scare away the weak adventurers, kill the strong ones, help the ones worth helping, fight off the churches that seek to destroy those who use the Forbidden… Notables: One notable, Sara is currently known as the seeress for her infallible divinations. Know one even has a clue that she is a Lord of Eyes. On the other hand, her brother, James, has recently hidden himself in a tower and is killing anyone who gets within a one mile radius. It is rumored that he has recently ascended into something, inhuman… Organizations: There are no organization directly linked with this class. NPC Reaction If a Lord of Eyes gets careless and is discovered for what he is, then he may be hunted; the common folk would simply shy away, while the good aligned churches may be appalled at such a ‘demon’ and may react violently. Other Lord of Eyes react depending on personal interests. LORD OF EYES IN THE GAME A Lord of Eyes can provide an interesting plot hook leading into the introduction to Forbidden Lore, followed by the Far Realm or Xoriat Adaptation: This class can be altered to use psionics instead of magic by changing the caster level requirement to manefester level 10th and the spellcasting progression to a Manifester progression. Encounters: PCs will most likely meet a Lord of Eyes as an evil mastermind. Eye-bat familiar N Tiny Aberration Init act w/ master; Senses low-light vision, See in Darkness 120 ft., True Seeing Languages telepathy (any distance, master only) AC 20, touch 17, flat-footed 17 (+2 size, +5 Dex, +3 natural) HP half of masters Resist improved evasion Immune ability damage, ability drain, compulsions, disease, enchantments, energy drain, poison, flanking, paralysis, sleep, stunning Saves as Master Speed fly 60 ft. (perfect) Ranged beam of force (1d6) Space 2-1/2 ft. Base Atk as masters Abilities Str 1, Dex 20, Con 10, Int (see familiar chart), Wis 15, Cha 8 Feats alertnessB, hover Skills as masters Beam of force (Su) as an attack action, an Eye-bat can launch a beam of force from its eye that deal 1d6 force damage. THE FORBIDDEN Forbidden Lore It is often that the taboo becomes the most desired, thus the forbidden lore introduced below is supposed to have something for as many classes as possible. Also, each forbidden lore tome or scroll should provide a benefit and a penalty (not always proportioned to each other). Each piece of lore (usually) causes the reader to take on some strange transformation (such as growing wings or a third eye). A single reader can only gain the benefits once, however, the Lore can grant its benefits infinitely (just not to someone who has already gained them). All forbidden lore is indestructible and cannot be altered or replicated. Forbidden Lore of Eyes: This ancient tome is decorated with large, glass eyes, one on both the front and back cover. These eyes actually look at the nearest person. Some believe this to be a tactic to scare away potential readers, though so few have seen this book to know for sure. Reading this tome provides the Alertness feat as a bonus feat, if you already have the Alertness feat, then you gain its bonuses twice. Also, you grow a third eye from your forehead (that vanishes if closed). This eye provides a +1 on spot and search checks (overlapped [not stack] by first level of Lord of Eyes prestige class). Also, the reader gains a +4 to their wisdom score. The reader takes 2 point of permanent dexterity damage. Also, there is a 10% chance that the readers dexterity will be halved instead of decreasing by 2. Forbidden Lore of Longevity: This ancient tome is decorated with an unbreakable hourglass, one on both the front and back cover. The hour glasses seem to pour forever, without running out of sand. Reading this tome provides the reader with a never-ending lifespan (no longer has a maximum age). Also, the reader is reverted to adult age category, thus gaining back any strength, dexterity, or constitution lost due to age. Mental abilities remain unchanged. Also, the reader gains a +4 to their charisma score. The reader takes 2 point of permanent constitution damage. Also, there is a 10% chance that the readers constitution will be halved instead of decreasing by 2. Forbidden Lore of the Wandering Mind: This scroll is decorated not in any physical manner; it is decorated with magical and psionic images that appear in the mind of any who touch the scroll. These images are nearly impossible to decipher. Reading this scroll provides the reader with 17 power points and the psionic meditation feat (even if they don’t meet the prerequisites). Also, the reader gains a +4 to their intelligence score. The reader also takes 2 point of permanent strength damage. Also, there is a 10% chance that the readers strength will be halved instead of decreasing by 2. Forbidden Lore of Flight Unholy: This tome is decorated by two wings, both sprouting from the binding, both covering the two covers. Reading this tome provides the reader with a pair of bat-like wings with a fly speed of 60 ft. (perfect). The reader also gains a +4 to their dexterity score. The reader also takes 2 point of permanent charisma damage. Also, there is a 10% chance that the readers charisma will be halved instead of decreasing by 2. Forbidden Lore of Fang and Claw: This grimoire is decorated with a fanged maw on the binding. The maw is being held shut by two interlocked claws, one coming from the front cover and the other from the back cover. Reading this grimoire provides the reader with a bite attack (1d6 + Str mod.) and a claw attack for each hand (1d4 + Str mod.). Both the bite and claw attacks are treated as primary attacks, unless another weapon is also being used, in which case they are secondary attacks. Also, the reader receives a +4 to their strength score. The reader takes 2 point of permanent intelligence damage. Also, there is a 10% chance that the readers intelligence will be halved instead of decreasing by 2. Forbidden Lore of the Enduring Body: This Tome is not decorated at all. It looks like a normal, old book. Reading this tome provides the reader with the Toughness feat and their natural armor bonus increases by +5. Also, the reader receives a +4 to their constitution score. The reader takes 2 point of permanent wisdom damage. Also, there is a 10% chance that the readers wisdom will be halved instead of decreasing by 2. Feats of the forbidden The following are feats that, in one way or another, interact with the above Forbidden Lore, prestige classes that comes from the Forbidden Lore, or a few select other specialties. Some of the feats are epic feats and will be noted as such. Ascension of Eyes Eternal [Epic] A Lord of Eyes is a dangerous enemy, but, there is a point when they endanger reality as it is currently perceived. A secret that all Lord of Eyes eventually come across is that their ultimate ability is actually a part of an ascension ritual. Prerequisite: Oblivion of Eyes class feature Benefit: The Lord of Eyes type changes to aberration. They gain DR 5/Epic. When their third eye is open, the damage reduction changes to DR 10/Epic. Also, when the third eye is open, their entire body opens up into countless eyes of all sizes, and only there third eye is identifiable from the others (glows a bizarre color). In this state they have all-round vision. Ok, that’s it for now. Anything you would like to add let me know. Also, I think the tenth level ability is too powerful, would it be better at 5d6 per round? Looking forward to your input! And thanks for the table info DonThelonious! |
| DonThelonious02-06-08, 09:39 PM | Take a look in my sig. There is a link there for two pre-formatted PrC cheat sheets. All you have to do is quote/highlight/copy/paste. After that you just fill in the blanks. Hope this helps. |
| TevolRia02-08-08, 12:59 PM | inspiration came from three sources: Hellsing ultimate series 2, Hiei from yu-yu hakashow (bad spelling), and although this is rather embarrassing... one of the bad guys from sailor moon had this winged eye thing with him all the time. I thought the eye was cool. I also wanted this prestige class to be at least remotely useful to psionic characters as well, so the third eye is awesome like that. finally, I wanted the use of the third eye to be straining and borderline dangerous. |
| DonThelonious02-08-08, 02:43 PM | The class looks pretty sweet. Your welcome for the table ;). The 10th level ability is actually not all that powerful, a straight wizard with a well placed fireball will do more damage over a wider area, not to mention casting with any metamagic feats like enlarge or maximize. The class doesn't seem to be to over powered as far as I can tell. Good job:clap: |
| TevolRia02-08-08, 03:07 PM | The class looks pretty sweet. Your welcome for the table ;). The 10th level ability is actually not all that powerful, a straight wizard with a well placed fireball will do more damage over a wider area, not to mention casting with any metamagic feats like enlarge or maximize. The class doesn't seem to be to over powered as far as I can tell. Good job:clap: thank you. I would like to work on creating a prestige class and one (or more) epic feat pertaining to each piece of Forbidden Lore. any suggestions? |
| DonThelonious02-09-08, 04:18 AM | Ok I was just looking over your forbidden lore, and quite frankly you need to clarify quite a few things. 1. Whats to stop a character from finding all of the tomes at 1st level and gaining all the benefits? I have two suggestions to help alleviate this. First you make it so that the LoE onnly gains the benefits of one tome at a time at level one, then allow a LoE to gain multiple tomes as they advance in the class. The second idea is for the LoE to only be able to read a tome at certain levels (IE: 1st@1st, 2nd@3rd, 3rd@6th, etc.). 2. The tomes can be read and used by anybody, correct? If this is the case than you have just created manuals of X-stat boost that can be handed around the group. Also if anyone can read and benefit than why take levels of this PrC at all? See #3 below to help with this. 3. The benefits FAR outweigh the penalties you get from one of the tomes. You need to give the reader of the tomes some hefty drawback like a save vs. death or something. If you make the reader do a save of some kind you could easily say that they can apply their Lord Of Eyes level as a bonus to the save. Thats just off the top of my head. I could be wrong about the tomes and if so I apologize. Will look closer later. |
| TevolRia02-09-08, 08:51 AM | Ok I was just looking over your forbidden lore, and quite frankly you need to clarify quite a few things. 1. Whats to stop a character from finding all of the tomes at 1st level and gaining all the benefits? the DM. I have two suggestions to help alleviate this. First you make it so that the LoE onnly gains the benefits of one tome at a time at level one, then allow a LoE to gain multiple tomes as they advance in the class. The second idea is for the LoE to only be able to read a tome at certain levels (IE: 1st@1st, 2nd@3rd, 3rd@6th, etc.). 2. The tomes can be read and used by anybody, correct? If this is the case than you have just created manuals of X-stat boost that can be handed around the group. Also if anyone can read and benefit than why take levels of this PrC at all? See #3 below to help with this. 3. The benefits FAR outweigh the penalties you get from one of the tomes. You need to give the reader of the tomes some hefty drawback like a save vs. death or something. If you make the reader do a save of some kind you could easily say that they can apply their Lord Of Eyes level as a bonus to the save. Thats just off the top of my head. I could be wrong about the tomes and if so I apologize. Will look closer later. 1.the lord of eyes isn't getting the other books unless he wants to heff it asnd look for them. and ussaully the DM will have monsters gaurding treasure like that. 2. because its a cool prestige class. what does gaining a stat boost versus cool abilities have to do with anything though? 3.will make a quick adjustment and consider the save or die aspect. |
| TevolRia02-10-08, 09:44 AM | that should make the books a little more dangerous. |