Sharner Kobold Sharner Kobold

 

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Oculomancer

Fascinated by the strange magic of beholderkind, some less sane individuals try to learn what magic lies in eyes. Many eyes. The eyes of oneself. The eyes of others.

Those who successfully fight back their qualms about taking the eyes of others to gain more power, well enter the insane path of the oculomancer, the eye caster.

Collecting eyes, surrounding themselves with disembodied eyeballs, dabbling in the magic of beholderkin, an oculomaster becomes a master of peripheral vision and aiming spells in all directions at once.

Hit Die: d4

Requirements

Base Will Save: +4

Alignment: Any evil

Skills: Craft (alchemy) 4 ranks, Heal 2 ranks, Spot 4 ranks, Search 2 ranks

Feats: Ocular Spell (Lords of Madness), any one item creation feat

Spells: Ability to cast preserve organ (Book of Vile Darkness; alternatively gentle repose) and at least two arcane divination spells with the words see, seeing, sight or eye(s) in name, of which at least one is 3rd level or higher

Special: Must have made friendly contact with an evil beholder or beholder-kin.

Class skills

The oculomancer’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Decipher Script (Int), Gather Information (Cha), Knowledge (all skills, taken individually) (Int), Profession (Wis), Spellcraft (Int), Spot (Wis), and Search (Int).

 

Skill points at each level: 2 + Int modifier

Class Features

All of the following are class features of the oculomancer prestige class

Weapon and Armor Proficiency: Oculomancers gain no additional proficiency in any weapon or armor.

Floating Eyes: With an 8-hour ritual, draining 100 XP from him, an oculomancer can enchant a fresh or preserved eyeball taken from a creature with an Intelligence score of at least 3 to float on its own and circle him in a distance of 1 ft.

An oculomancer can have a number of eyes enchanted in this way equal to his oculomancer level.

An oculomancer can fully control his floating eyes’ movements and see through all of his floating eyes as if they were his own. All natural or magical enhancements to vision apply to these eyes as well.

Thus, an oculomancer with at least one floating eye active cannot be flanked anymore, and he gains a +1 bonus to Spot checks, plus one for every second floating eye after the first.

The eyes can be attacked as items held by the oculomancer, have an AC of 10 + 8 for fine size + the bonus of the oculomancer’s relevant spellcasting ability, and 1 hp.

A floating eye that is removed from its orbit (excluding the use of the oculomancer's eye spy ability) permantly loses all of its functions.

Summon Eyeball Familiar: An oculomancer can summon an eyeball beholderkin (see Monsters of Faerûn) as a familiar. An oculomancer can only have one familiar at a time. If you don't possess that book, the oculomancer's familiar (if he has one), gains the ability to transfer touch spells with a ranged touch attack upon targets up to close range (25 ft. + 5 ft/2 caster levels) by firing a ray from its eyes.

Improved Ocular Spell: An oculomancer with this ability has learned to store as many spells as he has eyes (including floating eyes and eyes that may have been grafted to his body, but not visual sensors provided by spells or magic items, such as prying eyes or a robe of eyes) as ocular spells, and to release three at the same time as a full-round action (provided he has enough eyes to do so).

Eyeburst: With a standard action, an oculomancer can send one of his floating eyes toward an enemy within 150 ft. If he hits with a ranged touch attack, the eye explodes in an acidic burst , causing 1d6 points of acid damage per oculomancer level to the target. Creatures within 5 ft. of the target take 1d6 splash damage. A successful Reflex save (DC 10 + the oculomancer’s class level + the oculomancer’s relevant spellcasting ability bonus) halves the splash damage.

Eye Spy: The oculomancer now can sent out one or more of his floating eyes to scout his surroundings, up to a range of one mile. His eyes can move with a fly speed of 30 ft. (perfect maneuverability). Moving the eyes requires concentration on behalf of the oculomancer, but he can direct as many eyes as he wants. They can escape detection by using a hide bonus equal to the oculomancer’s ranks in Hide + the oculomancer’s relevant spellcasting ability bonus + a size bonus of 16. The eyes are under the oculomancer’s direct control, and he can see through them as described above. However, an eye sent out in this way cannot be used for Eyebursts or Ocular Spells (spells already stored within them are inactive, until the eye in question returns), and it cannot be camouflaged or sacrificed. To be used so again it must first encircle the oculomancer for one full round.

Camouflage Eyes: The oculomancer can turn his floating eyes invisible at will, as long as they encircle him within a range of 1 ft.

If any eye shall be used for something else, all eyes have to be turned visible first.

Thus, neither Ocular Spells discharged from the floating eyes nor eyes used for an eyeburst gain any attack bonuses for invisibility.

Graft Flesh: An oculomancer gains the Graft Flesh feat (see Fiend Folio) for free, even if he doesn’t meet the requirements. He can provide beholder grafts, as if he was a beholder. If the Fiend Folio is not available in your group, the oculomancer gains Create Wondrous Item instead.

Sacrifice Eye: When using a metamagically changed spell, an oculomancer can sacrifice a number of floating eyes equal to the spell slot increase the spell in question would use. Of course, he still may not modify a spell up to an effective level that he would be unable to cast.

The sacrifice occurs upon the spell’s casting, so a spellcaster who prepares his daily spells doesn’t need to have the spell prepared with the metamagical component.

Spellcasters who cast spontaneously may cast their spells as if they weren’t metamagically changed at all this way.

Example: Oros, the Sorcerer/Oculomancer, wants to cast an empowered lightning bolt. Since an empowered spell costs a spell slot three levels higher, he has to sacrifice three of his floating eyes. Three eyes of Oros’ choice dissolve immediately, and he discharges the lightning bolt from his finger tips with a standard action, as if it wasn’t metamagically changed at all.

Table: The Oculomancer

Class Level Base Attack Bonus Fort Save Ref Save Will Save Special Spellcasting
1st +0 +0 +0 +2 Floating Eyes +1 level in existing arcane spellcasting class
2nd +1 +0 +0 +3 Summon Eyeball Familiar +1 level in existing arcane spellcasting class
3rd +1 +1 +1 +3   +1 level in existing arcane spellcasting class
4th +2 +1 +1 +4 Improved Ocular Spell +1 level in existing arcane spellcasting class
5th +2 +1 +1 +4 Eyeburst  
6th +3 +2 +2 +5 Eye Spy +1 level in existing arcane spellcasting class
7th +3 +2 +2 +5 Camouflage Eyes +1 level in existing arcane spellcasting class
8th +4 +2 +2 +6 Graft Flesh  
9th +4 +3 +3 +6   +1 level in existing arcane spellcasting class
10th +5 +3 +3 +7 Sacrifice Eye +1 level in existing arcane spellcasting class