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Eye of Horus-Re

Following the Time of Troubles, the chief deity of the Mulhorandi pantheon began to take a greater interest in combating the agents of Set beyond the political realm of Mulhorand. Horus-Re began to inspire paladins to serve this cause, and numerous clerics have also joined the crusade. Perfect channels for the holy radiance of their deity, these clerics are known as the eyes of Horus-Re. They are champions of good, sworn enemies of Set, and bane to undead.

All eyes of Horus-Re are clerics of that deity, though some have paladin levels as well. Cleric/fighters are also fairly common, and some cleric/wizards use their limited arcane spells to supplement their divine magic in Horus-Re's service.

In stark contrast to most of the clergy of Horus-Re, the eyes choose to ignore strictly political matters in Mulhorand. Rather than reporting to the pharaoh of that land, they maintain their own hierarchical structure. NPC eyes of Horus-Re can be found wherever the minions of Set or undead creatures walk the land, and some are showing increasing interest in the activities of the yuan-ti in Hlondeth.

Hit Die: d8.


To qualify to become an eye of Horus-Re, a character must fulfill all the following criteria.

Alignment: Lawful good.
Region: Mulhorand.
Skills: Knowledge (religion) 9 ranks, Spot 4 ranks.
Feats: Alertness, Extra Turning.
Spellcasting: Able to cast 3rd-level divine spells.
Domain: Sun.

Class Skills

The eye of Horus-Re's class skills (and the key ability for each skill) are Concentration (Con), Diplomacy (Cha), Heal (Wis), Knowledge (all skills, taken individually) (Int), Profession (Wis), Spellcraft (Int), and Spot (Wis). See Chapter 4 of the Player's Handbook for skill descriptions.

Skill Points at Each Level: 2 + Int modifier.

Class Features

All of the following are class features of the eye of Horus-Re prestige class.

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, 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 (Su): 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 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 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 Charisma 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.

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