Eye of Dawn (Apath)
Unofficial rules compendium | |
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Many churches have rules and has inquisitors persecute those that break their rules. But sometimes these inquisitors are themselves torn about what is right and true. Other times, inquisitors have to go underground as spies and infiltrators. All these situations call for an eye of dawn.
Class Information
This is a prestige class archetype.
Prestige Class: eye of dawn.
Build Classes: inquisitor
The eye of dawn is an inquisitor who must hide his allegiance.
Role: A eye of dawn is even more secretive than an inquisitor, seeking others' truths while concealing his own.
Alignment: Like an inquisitor, a eye of dawn can have an alignment no more than one step removed from the alignment of the patron. A eye of dawn has a certain lassitude in obeying the forms of religion, but must remain devout in belief even as he lives out his double life.
Hit Die: d8.
Class Skills
The eye of dawn's class skills (and the key ability for each skill) are Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disguise (Cha), Heal (Wis), Intimidate (Cha), Knowledge (history) (Int), Knowledge (local) (Int), Knowledge (planes) (Int), Knowledge (religion) (Int), Perception (Wis), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), Stealth (Dex) Survival (Wis), and Swim (Str).
Skill Ranks at Each Level: 4 + Int modifier.
Class Features
These are all the class features of the eye of dawn.
Divine Deception (Ex)
An eye of dawn adds a sacred bonus equal to 1/2 his level on Bluff or Sense Motive checks to send, interpret, or intercept coded messages, and increases the DC of Spellcraft checks made to identify his spells by the same amount. He also adds the following spells to his spell list and list of known spells as soon as he is able to cast them:
- illusion of calm
- rope trick
- nondetection
- detect scrying
- mage's private sanctum
- veil
In addition, the duration of these spells doubles when they target worshipers of the same faith (including the caster). This does not affect the level of the spell or its casting time, and does not stack with feats or effects such as Extend Spell.
Judgement (Su)
This is the same as the inquisitor ability of the same name, except the eye of dawn can use it once per day at 1st level, and gains an additional daily use at level 5 and every 5 levels thereafter.
Spells
A eye of dawn casts arcane spells drawn from the inquisitor spell list. He can cast any spell he knows without preparing it ahead of time, assuming he has not yet used up his allotment of spells per day for the spell’s level.
To learn or cast a spell, a eye of dawn must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a eye of dawn’s spell is 10 + the spell level + the eye of dawn’s Wisdom modifier.
A eye of dawn can cast only a certain number of spells of each spell level each day. His base daily spell allotment is given on Table: Eye of Dawn. In addition, he receives bonus spells per day if he has a high Wisdom score (see Table: Ability Modifiers and Bonus Spells).
Level | Spells Known | ||||||
Zero | 1st | 2nd | 3rd | 4th | 5th | 6th | |
1 | 4 | 2 | — | — | — | — | — |
2 | 5 | 3 | — | — | — | — | — |
3 | 6 | 4 | — | — | — | — | — |
4 | 6 | 4 | 2 | — | — | — | — |
5 | 6 | 4 | 3 | — | — | — | — |
6 | 6 | 4 | 3 | — | — | — | — |
7 | 6 | 5 | 4 | 2 | — | — | — |
8 | 6 | 5 | 4 | 3 | — | — | — |
9 | 6 | 5 | 4 | 4 | — | — | — |
10 | 6 | 6 | 4 | 4 | 2 | — | — |
11 | 6 | 6 | 4 | 4 | 3 | — | — |
12 | 6 | 6 | 4 | 4 | 4 | — | — |
13 | 6 | 6 | 4 | 5 | 4 | 2 | — |
14 | 6 | 6 | 4 | 5 | 4 | 3 | — |
15 | 6 | 6 | 4 | 5 | 4 | 4 | — |
16 | 6 | 6 | 4 | 5 | 5 | 4 | 2 |
17 | 6 | 6 | 5 | 6 | 5 | 4 | 3 |
18 | 6 | 6 | 5 | 6 | 5 | 4 | 4 |
19 | 6 | 6 | 5 | 6 | 5 | 5 | 4 |
20 | 6 | 6 | 5 | 5 | 5 | 5 | 5 |
A eye of dawn’s selection of spells is extremely limited. A eye of dawn begins play knowing four 0-level spells and two 1st-level spells of the eye of dawn’s choice. At each new eye of dawn level, he gains one or more new spells as indicated on Table: Eye of dawn Spells . (Unlike spells per day, the number of spells a eye of dawn knows is not affected by his Wisdom score. The numbers on Table: Eye of dawn Spells are fixed.)
Upon reaching 5th level, and at every third eye of dawn level thereafter (8th, 11th, and so on), a eye of dawn can choose to learn a new spell in place of one he already knows. In effect, the eye of dawn “loses” the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least one level lower than the highest-level eye of dawn spell he can cast. A eye of dawn may swap out only a single spell at any given level and must choose whether or not to swap the spell at the same time that he gains new spells known for the level.
Cantrips: Eye of dawns learn a number of cantrips, or 0-level spells, as noted on Table: Eye of Dawn Spells Known. These spells are cast like any other spell, but they do not consume any slots and may be used again.
Chaotic, Evil, Good, and Lawful Spells: An eye of dawn can’t cast spells of an alignment opposed to her own or her deity’s. Spells associated with particular alignments are indicated by the chaotic, evil, good and lawful descriptors in their spell descriptions.
Sun Domain
An eye of dawn has the Sun domain with the Light subdomain. Otherwise, this is the same as the inquisitor domain ability.
Eschew Materials
An eye of dawn gains Eschew Materials as a bonus feat at 2nd level, and he can then ignore any divine focus (holy symbol) components for his spells.
Condition | Penalty |
During combat | –5 |
Spell has a range of personal | –0 |
Spell has a range of touch | –5 |
Spell has a range longer than touch | –10 |
Spell has a visible, audible, or otherwise observable effect |
–Spell level ×2 |
Spell has an observable effect that clearly emanates from the caster |
Automatic failure |
Secret Caster (Ex)
At 2nd level, an eye of dawn can disguise his spellcasting with a Bluff check (for spells with verbal components), opposed by the observer's Sense Motive check, and/or a Sleight of Hand check (for spells with somatic components), opposed by the observer's Perception check. Depending on the situation, the eye of dawn's Bluff and/or Sleight of Hand check is modified according to the following table.
Casting a spell in this fashion increases its casting time to a full-round action (if normally a standard action or less), or doubles the casting time of spells with a casting time longer than a full-round action.
A spell cast in this way does not provoke attacks of opportunity from observers that fail to recognize it for what it is. For spells with both verbal and somatic components, the spell still provokes attacks of opportunity from observers unless they fail both their Sense Motive and Perception checks.
Track
This is the same as the inquisitor ability of the same name, except the eye of dawn gains the ability at 2nd level.
Cunning initative
This is the same as the inquisitor ability of the same name, except the eye of dawn gains the ability at 3rd level.
Detect Alignment
This is the same as the inquisitor ability of the same name, except the eye of dawn gains the ability at 3rd level.
Solo Tactics
This is the same as the inquisitor ability of the same name, except the eye of dawn gains the ability at 4th level.
Teamwork Feats
This is the same as the inquisitor ability of the same name, except the eye of dawn gains a teamwork feat as a bonus feat at level 4, 8, and 16.
Schismatic Apostle (Ex)
At 5th level, a Dissident of dawn adds a +1 bonus to the DC of mind-affecting effects used against followers of the same faith, and of one opposing faith. If he is an inquisitor, any bonuses he gains from his judgment increase by 1 when used against followers of the same faith or the opposing faith.
Bane
This is the same as the inquisitor ability of the same name, except the eye of dawn gains the ability at 6th level.
Burning Blade (Su)
At 6th level an eye of dawn can choose to expend one use of his judgment ability to imbue his deities favored weapon with the flaming weapon special ability for a number of rounds equal to his caster level, or may use this ability in place of his bane ability. If the scimitar strikes another worshiper of the same faith, as a free action the wielder may choose to make all damage from the attack nonlethal, as if wielding a weapon with the merciful weapon special ability.
At 14th level, this power grants the touched scimitar the flaming burst weapon special ability instead.
Discern Lie
This is the same as the inquisitor ability of the same name, except the eye of dawn gains the ability at 9th level.
Shift Blame (Su)
At 11th level, when a eye of dawn provokes an attack of opportunity, he can attempt to deceive the creature making the attack of opportunity into believing the provoking action was performed by another creature as long as it is adjacent to the eye of dawn and also threatened by the attacker. Doing so requires a Bluff check opposed by the attacker's Sense Motive check. The attacker gains a bonus equal to its base attack bonus on this Sense Motive check. If the Bluff check is successful, the attack of opportunity instead targets an adjacent creature chosen by the eye of dawn.
Second Judgement
This is the same as the inquisitor ability of the same name, except the eye of dawn gains the ability at 12th level.
Greater Bane
This is the same as the inquisitor ability of the same name, except the eye of dawn gains the ability at 13th level.
Morning Light (Su)
At 17th level, an eye of dawn can spend a full-round action reciting the litany of wisdom while expending one use of his judgment ability. This grants each ally within 15 feet of him a new saving throw against any one ongoing condition or effect that allows a save. This does not affect instantaneous or permanent effects or effects that do not allow a saving throw. Allies that worship the same god (including the eye of dawn) can instead attempt a new saving throw against every ongoing condition or effect that allows a save.
Flight of the Phoenix (Su)
At 20th level, when an eye of dawn is killed his body is engulfed in a column of holy fire equivalent to a flame strike at his caster level. At the beginning of his next turn, his spirit returns in the form of a phoenix that fights as he directs for up to 1 minute and then disappears. This phoenix is not considered called or summoned. The eye of dawn is reborn (as resurrection) 1d4 rounds after it disappears in a random location within 1 mile, with his gear intact but with two permanent negative levels. If the phoenix is killed before it disappears, the eye of dawn cannot be reborn via this ability, though other methods of raising him still work.
Table: Eye of Dawn
Level | Base Attack Bonus | Fort Save | Ref Save | Will Save | Special | Spells per Day | |||||
1st | 2nd | 3rd | 4th | 5th | 6th | ||||||
1st | +0 | +2 | +0 | +2 | Divine deception, judgment 1/day, orisons, monster lore, stern gaze, Sun domain, | 1 | — | — | — | — | — |
2nd | +1 | +3 | +0 | +3 | Eschew Materials, secret caster, track | 2 | — | — | — | — | — |
3rd | +2 | +3 | +1 | +3 | Cunning initiative, detect alignment, | 3 | — | — | — | — | — |
4th | +3 | +4 | +1 | +4 | Solo tactics, teamwork feat | 3 | 1 | — | — | — | — |
5th | +3 | +4 | +1 | +4 | Schismatic apostle, judgment 2/day | 4 | 2 | — | — | — | — |
6th | +4 | +5 | +2 | +5 | Bane, burning blade | 4 | 3 | — | — | — | — |
7th | +5 | +5 | +2 | +5 | Burning blade (flaming) | 4 | 3 | 1 | — | — | — |
8th | +6/+1 | +6 | +2 | +6 | Teamwork feat | 4 | 4 | 2 | — | — | — |
9th | +6/+1 | +6 | +3 | +6 | Discern lies | 5 | 4 | 3 | — | — | — |
10th | +7/+2 | +7 | +3 | +7 | Judgment 3/day | 5 | 4 | 3 | 1 | — | — |
11th | +8/+3 | +7 | +3 | +7 | Shift blame | 5 | 4 | 4 | 2 | — | — |
12th | +9/+4 | +8 | +4 | +8 | Second judgment | 5 | 5 | 4 | 3 | — | — |
13th | +9/+4 | +8 | +4 | +8 | Greater bane | 5 | 5 | 4 | 3 | 1 | — |
14th | +10/+5 | +9 | +4 | +9 | Burning blade (flaming burst) | 5 | 5 | 4 | 4 | 2 | — |
15th | +11/+6/+1 | +9 | +5 | +9 | Judgment 4/day, | 5 | 5 | 5 | 4 | 3 | — |
16th | +12/+7/+2 | +10 | +5 | +10 | Teamwork feat | 5 | 5 | 5 | 4 | 3 | 1 |
17th | +12/+7/+2 | +10 | +5 | +10 | Morning light | 5 | 5 | 5 | 4 | 4 | 2 |
18th | +13/+8/+3 | +11 | +6 | +11 | Stalwart | 5 | 5 | 5 | 5 | 4 | 3 |
19th | +14/+9/+4 | +11 | +6 | +11 | Exploit weakness | 5 | 5 | 5 | 5 | 5 | 4 |
20th | +15/+10/+5 | +12 | +6 | +12 | Flight of the phoenix, judgment 5/day | 5 | 5 | 5 | 5 | 5 | 5 |
Ex-Eyes of Dawn
A eye of dawn who grossly violates the code of conduct required by her god loses all spells and class features, except for armor and shield proficiencies and proficiency with simple weapons. She cannot thereafter gain levels as a eye of dawn until she atones for her deeds (see the atonement spell description).
Eyes of Different Faiths
The eye of dawn is a worshiper of the sun god, but other religions can have dissidents. All that changes is the domain given, the effects of channelling, the burning blade ability at level 4, and the flight of the phoenix ability at level 20. Dissidents of different faiths would call the morning light ability by different names, but the benefit remains the same. See [| Alternate Dissidents].