Eye of Dawn (Apath)

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Unofficial rules compendium

Many churches hold rules sacred and have inquisitors persecute those that break their rules. But sometimes these inquisitors are themselves torn about what is right and true. Other times a faith is so persecuted all it can do is fight back from behind the scenes. Who watches the watchmen? Who hides behind the stage? The eye of dawn.

Class Information

This is a prestige archetype, an inquisitor who must hide his allegiance.

Prestige Class: Dissident of dawn.

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:

  1. illusion of calm
  2. rope trick
  3. nondetection
  4. detect scrying
  5. mage's private sanctum
  6. 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.

Monster Lore (Ex)

The eye of dawn adds her Wisdom modifier on Knowledge skill checks in addition to her Intelligence modifier, when making skill checks to identify the abilities and weaknesses of creatures.

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).

Table: Eye of Dawn
Spells Known
Level Spells Known
Zero 1st 2nd 3rd 4th 5th 6th
4 —— —— —— —— ——
5 3 —— —— —— —— ——
3 6 4 —— —— —— —— ——
6 4 2 —— —— ——
6 4 3 —— —— ——
6 4 3 —— —— ——
6 5 4 —— ——
8 6 5 4 —— ——
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 4th level, and at every third eye of dawn level thereafter (7th, 10th, 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. 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.

Stern Gaze (Ex)

Eyes of dawn are skilled at sensing deception and intimidating their foes. An inquisitor receives a morale bonus on all Intimidate and Sense Motive checks equal to 1/2 her inquisitor level (minimum +1).

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.

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.

Table: Secret Caster Bluff Modifiers
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

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 7th 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.

Stalwart

This is the same as the inquisitor ability of the same name, except the eye of dawn gains the ability at 17th level.

Exploit Weakness

This is the same as the inquisitor ability of the same name, except the eye of dawn gains the ability at 19th level.

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-Eye 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 different subtle inquisitors. All that changes is the domain given, the burning blade ability at level 7 and 14, and the flight of the phoenix ability at level 20. Eyes of different faiths would call the 17th level morning light ability by different names, but the benefit remains the same.

Ignore the noted channeling abilities, those apply only to the dissident of dawn prestige archetype.

Darkness

Channeling: Creates a darkness effect in a 30 ft. radius centered on the dissident. This is a spell-like effect with a caster level equal to the dissident's class level and an effective spell level of half the dissident's class level. At level 10, this lowers light in the area by two steps.

Blade of Darkness The blade does negative energy damage.

Dark Phoenix Column is of darkness, does negative energy damage, and the dissident is reborn as an ankou from Pathfinder Roleplaying Game Bestiary 4 .

Death

Channeling: Only negative energy to heal undead.

Blade of Death The blade does negative energy damage.

Wrath of the Dybbuk Column is of negative energy, the dissident is reborn as a dybbuk from Pathfinder Roleplaying Game Bestiary 3.

Destruction

Channeling: Only negative energy to harm the living or positive energy to harm undead.

Screaming Blade The blade does sonic damage.

Return to Destroy Column is of sonic energy, the dissident is reborn as a plasma ooze from Pathfinder Roleplaying Game Bestiary 3.

Healing

Channeling: Only positive energy to heal the living.

Blade of Searing Blood The blade does acid damage.

Glorious Return Column is of acid, the dissident is reborn as a emperor kirin from Pathfinder Roleplaying Game Bestiary 3.

Repose

Channeling: Only positive energy to harm undead.

Blade of Pale Luminence The blade does positive energy damage.

Eternal Duty Column is of searing positive energy, the dissident is reborn as a Memetim psychopomp from Pathfinder Campaign Setting: Inner Sea Bestiary.

Strength

Channeling: Only positive energy to heal the living or negative energy to heal undead.

Cold Iron Blade The blade does physical magical cold iron slashing damage.

Life is Power Column is of fire, the dissident is reborn as a ypotryll from Pathfinder Roleplaying Game Bestiary 4.

Weather

Channeling: Alter winds effect at the dissident's class level in 30 ft. radius instead of normal channeling.

Lightning Blade The blade does electricity damage.

Storm's Revenge Column is of cold, the dissident is reborn as a akhlut from Pathfinder Roleplaying Game Bestiary 3.


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