Goldeyes

Class GroupPriest (Specialty Priest of Melkarton )
Ability RequirementWisdom 14, Intelligence 12, Charisma 12
Prime RequisiteWisdom, Intelligence, Charisma
Races AllowedCetandari Human
Alignments AllowedNeutral Good
Weapons AllowedAll bludgeoning weapons, longsword
Armor AllowedAny
Major SpheresAstral, Charm, Creation, Divination, Guardian, Protection, Travelers, Weather
Minor SpheresAll, Elemental Air, Elemental Water, Summoning, Sun, Wards
Magic ItemsSame as clerics
Required ProfsEtiquette
Bonus ProfsAppraising, gem cutting, modern languages (pick one)

Goldeyes Abilities

  • Goldeyes have the ability to discern true metal from false. They cannot identify metal per se, but can determine if a supposedly gold coin is truly gold or a gold-plated lead fake, or even if it was created magically (say, by a djinn). They do thisby hefting the item in their hands and thinking of what the material should be. For mixed metals, they get a "partial" restule for those metals which are a significant component of the alloy.
  • Goldeyes are never harmed by lock lurkers; lock lurkers simply avoid them and refuse to strike them if possible. If trapped or picked up by a goldeye, they may be tamed and trained if the goldeye has proficiency with animal training.
  • When they are admitted into the priesthood, goldeyes are gifted with maximum starting welath (180gp, even if using the Alternate Starting Wealth house rule) and three minor magical items acquired for them through the wealth of the church. Goldeyes receive these three magical items for free at 1st level. They must pick one item from each category from among containers, conveniences, and miscellaneous. The church does not replace items later destroyed or used up.
    • Containers: Heward's handy haversack, girdle of many pockets, pouch of accessibility.
    • Conveniences: Crystal parrot, everbountiful soup kettle, fur of warmth, mist tent, Murlynd's spoon, sheet of smallness, wind fan, wand of Prime Material pocket, Reglar's gloves of freedom, Skie's locks and bolts.
    • Miscellaneous: Jewel of flawlessness, Murdock's insect ward, Nolzur's marvelous pigments, oil of slipperiness, oil of etherealness, powder of coagulation, sovereign glue, universal solvent.
  • At 3rd level, goldeyes are able to detect metals or minerals once a day for up to two turns as if they themselves were wands of metal and mineral detection.
  • Also at 3rd level, goldeyes are able to cast Shocking Grasp (at the 1st-level wizard spell) once per day.
  • At 5th level, goldeyes are able to cast Know Customs (as the 3rd-level priest spell) once per day.
  • Also at 5th level, goldeyes are able to function as if they carried a rod of splendor for a one-day period once per week. During this time, they are bestowed with an effective Charisma of 18 and their garments and armor appear to be of the finest quality and condition, though no new garments are actually created.
  • At 7th level, goldeyes are able to cast Probability Control, Addition, or Fire Purge (as the 4th-level priest spells) once a day.
  • ALso at 7th level, goldeyes gain the ability to create fancy clothes once every week. Apparel created (which cannot be armor) is made to fit the goldeye using the ability and appears upon the goldeye when the ability is used. The outfit created cannot be spexified exctly but always fits the use the goldeye had in mind when calling on the ability. The garments are made of the finest fabrics with adornments of fur and jewels. The apparel remains in existence unless the goldeye attempts to sell any part of it or any part of it is forcibly taken from him or her, whereupon all of the outfit disappears. Except in these conditions, outfits may be removed and stored for later use and can be dispelled by the goldeye who created them at any time, but are otherwise permanent.
  • At 10th level, goldeyes are able to cast Cloud of Purification, Grounding, or Shrieking Walls (as the 5th-level priest spell) once a day.
  • Also at 10th level, goldeyes gain the ability to create a palatial tent which lasts for a day once per week. The tent is a huge pavilion of silk encompassing between 1,500 and 3,000 square feet and containing temporary furnishings and food suitable to the splendor of the pavilion and in sufficient supply to entertain as many as 100 persons. This tent remains for an additional day per two levels of the goldeye above 10th until the goldeye reaches 30th level, at which point the tent can remain for 10 days, the maximum. If summoned in other than a mild climate and good weather, the magic attempts to produce a tent more suitable for the weather and made of fine, decorated canvas, waterproof sealskin, expertly crafted rushes or bark, or furs, but such tents are smaler to better withstand winds and inclement weather and the number of people that can be entertained is cut in half to 50 for rainy weather or down to 25 for cold weather.
  • At 15th levle, goldeyes may convey Melkarton's curse upon those who offend Melkarton or his church. To do this, they must touch offenders or strike them with a thrown coin (no saving throw allowed). Circumstances will always arrange themselves to cause cursed beings to lose money, be robbed, suffer a disaster, be heavily taxed, be unable to sell their goods, and so on, until the curse is lifted. Such cursed beings never make a profit at any endeavor (though they may break even) until the curse is lifted by the goldeye that imposed it or a Remove Curse cast by a higher level priest of Melkarton than one who delivered the curse. If a person is not deserving of the curse, Melkarton does not allow it to be enacted, and the priest who attempted to bestow it must atone to the god before he or she again receives any more spells or is allowed to use any special abilities.

Melkartite Spells

1st Level

Truemetal (Divination)

Sphere:
Divination
Range:
10 feet
Components
S
Duration:
1 Round
Casting Time:
4
Area of Effect:
A 20-foot-radius, 90-degree arc in the direction the caster is facting
Saving Throw:
None
This spell enables the caster to detect the true consistency and components of any metal that is within range and in the general direction )9- degree arc) the priest is facing when the spell is completed or that enters the area during that round. The spell also tells whether such metal radiatesa dweomer or not. Though this spell can be used to find concealed money or weapons or reveal magical weapons, it is usually employed to ferret out false coins, coinage containing lead, or made of a thing coating of one metal over another, and magical or enspelled coins, since a common method of harming or spying on a rival merchant is with magic carried by a coin that passes into the rival's possession.

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