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Eye of Horus-re

(Player's Guide to Faerûn variant, p. 54)

Eyes of Horus-Re are champions of good, sworn enemies of Set, and bane to undead.

Requirements

Alignment: Lawful good

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

Feats: Alertness , Extra Turning

Region: Mulhorand.
Spellcasting: Able to cast 3rd-level divine spells.
Domain: Sun.


Hit die

d8

Skill points

2 + Int

Class Features

Weapon and Armor Proficiency: Eyes of Horus-Re gain no proficiency with any weapon, armor, or shield. Armor check penalties for armor heavier than leather apply to the skills Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Sleight of Hand, and Tumble, and double the normal armor check penalty applies to Swim checks.

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 conditions.

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.

Advancement

Level BAB Fort Ref Will 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

Class skills

Skill name Key ability Trained only Armor check penalty
Concentration CON no no
Diplomacy CHA no no
Heal WIS no no
Knowledge Int yes no
Profession WIS yes no
Spellcraft INT yes no
Spot WIS no no

Spells for Eye of Horus-re

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