Eye of Horus-Re

From Compendium of Worldly Lore

Jump to: navigation, search

Requirements

Alignment: Lawful good

Skills: Knowledge (religion) (9 ranks), Spot (4 ranks)

Feats: Alertness, Extra Turning

Spellcasting: Able to cast 3rd-level divine spells.

Domain: Sun.

Summary

Bane to undead everywhere and a friend to the living. These Lawful good clerics of the sun are excellent at stopping the undead, being able to emit radiance several times over to prevent the undead hordes from encroaching and explode in a burst of positive energy to harm their foes. They also have a much better job turning foes and get inherent ability to turn undead better. They eventually become such beacons for good that their very touch bestows their weapon with the ability to be treated as good for the purposes overcoming evil.

Role: Spell Support

Characteristics: Clerics of the sun who combat undead

Source: Player's Guide to Faerun

Game Rule Information

The Eye of Horus-Re has the following game statistics.

Abilities: Wisdom for your casting ability, Charisma for your turning checks, and Constitution for boosting saves agains tnasty effects

Alignment: Lawful Good

Hit Die: d8

Starting Gold: N/A

Class Skills

The Eye of Horus-Re's class skills are Concentration (Con), Diplomacy (Cha), Heal (Wis), Knowledge (all skills, taken individually) (Int), Listen (Wis), Profession (Wis), Search (Int), Spellcraft (Int), and Spot (Wis)

Skill Points at 1st Level: (2 + Int modifier) × 4

Skill Points at Each Additional Level: 2 + Int modifier

Class Features

All of the following are class features of the Eye of Horus-Re.

Weapon and Armor Proficiency: A Eye of Horus-Re is proficient with whatever they were already proficient with prior to taking levels in this class.

Spells per Day/Spells Known: Beginning at 2nd level, when a new eye of Horus-Re level is gained, the character gains new spells per day (and spells known, if applicable) as if he had also gained a level in cleric. He does not, however, gain any other benefit a character of that class would have gained (improved chance of turning or rebuking undead, and so on), except for an increased effective level of spellcasting. This essentially means that he adds the level of eye of Horus-Re to the level of cleric, and then determines spells per day, spells known, and caster level accordingly.

Greater Turning Su: In addition to his normal turning ability, an eye of Horus-Re can use greater turning (the granted power of the Sun domain) a number of times per day equal to three plus his Charisma modifier.

Radiance Su: When an eye of Horus-Re casts any spell with the light descriptor, the resulting light is brighter than normal. The radius of illumination is doubled, and the spell is treated as if it were one level higher than it actually is for all purposes, including determining whether it can counter or dispel a darkness spell. Thus, a daylight spell cast by an eye of Horus-Re sheds light in a 120-foot radius and is treated as a 4th-level spell. It can counter or dispel any darkness spell of 4th level or lower.

Turn Undead Ex: The character adds his eye of Horus-Re levels to his cleric levels for all purposes related to turning undead.

Everlight Ex: At 2nd level, an eye of Horus-Re gains darkvision out to 60 feet and low-light vision, allowing him to see in most condition.

Touch of the Sun Su: When the eye of Horus-Re reaches 3rd level, his attacks with any weapon or an unarmed strike are treated as good-aligned for the purpose of overcoming damage reduction.

Domain: At 5th level, an eye of Horus-Re gains access to one additional domain of his choice from among those offered by Horus-Re. He gains the granted power of the domain and can choose from its spell list as well as those of his other domains when selecting his domain spells for the day. He can still cast only one domain spell at each level (1st through 9th) per day, but now he has three choices instead of two at each spell level.

Piercing Sight Su: At 6th level, an eye of Horus-Re gains greater visual acuity. He ignores the miss chance created by darkness spells or effects and gains Blind-Fight as a bonus feat. In addition, he gains a +5 sacred bonus on Spot checks.

Positive Energy Burst Su: In lieu of two daily uses of his turning ability, an eye of Horus-Re who is at least 8th level can create a positive energy burst that affects all undead creatures within 100 feet of him. This effect deals 1d6 points of damage per eye of Horus-Re level to every undead within range. Each affected undead may attempt a Reflex save (DC 20 + the eye of Horus-Re's Cha modifier) to halve the damage.

True Seeing Su: A 10th-level eye of Horus-Re sees all things as they truly are, as though he were continually under the effect of a true seeing spell.

Table 1-1: Eye of Horus-Re Progression
Level Base

Attack Bonus

Fort

Save

Ref

Save

Will

Save

Special Spells Per Day/Spells Known
1st +0 +0 +0 +2 Greater turning, radiance, turn undead
2nd +1 +0 +0 +3 Everlight +1 level of cleric class
3rd +2 +1 +1 +3 Touch of the sun +1 level of cleric class
4th +3 +1 +1 +4 +1 level of cleric class
5th +3 +1 +1 +4 Domain +1 level of cleric class
6th +4 +2 +2 +5 Piercing sight +1 level of cleric class
7th +5 +2 +2 +5 +1 level of cleric class
8th +6 +2 +2 +6 Positive energy burst +1 level of cleric class
9th +6 +3 +3 +6 +1 level of cleric class
10th +7 +3 +3 +7 True seeing +1 level of cleric class