The Eye of Boccob is a prestige class for Dungeons & Dragons Edition 3.5. I used it for a creepy NPC in a campaign I am running, when I realized that I needed an NPC that was capable of teleporting large numbers of people. It grew from there into a character that my player loved to hate. If you intend to use this prestige class in a campaign, keep in mind that it was designed to be a non-combat NPC; I make no guarantees regarding game balance or feasibility of this class for PCs. However, it could prove to be a useful utility class for a group that desires heightened abilities of surveillance and transportation. The full class description follows.
Eye of Boccob
The Eye of Boccob is a devotee of the god Boccob, a singularly distant and uncaring deity who is called the Archmage of All Magic. Through absolute devotion to Boccob, even to the point of giving up mundane sight, the Eye gains strange powers of perception and knowledge of the nature of reality.
Hit Die
d4.
Requirements
To qualify for becoming an Eye of Boccob, a character must satisfy the following criteria.
Skills
Knowledge (arcana): 9 ranks
Spells
Able to cast the spell Clairaudience/Clairvoyance as a prepared spell.
Special
Must worship the god Boccob. The character must also have been completely blinded, either by birth, misfortune, or an intentional ritual.
Class Skills
The Eye of Boccob’s class skills (and the key ability for each skill) are Concentration (Con), Decipher Script (Int), Knowledge (arcana) (Int), Knowledge (planes) (Int), Knowledge (religion) (Int), Listen (Wis), Profession (Wis), Search (Int), Sense Motive (Wis), Spellcraft (Int), and Spot (Wis).
Skill points at Each Level
2 + Int modifier.
Level | Base Attack Bonus | Fort Save | Ref Save | Will Save | Special | Spells per Day |
---|---|---|---|---|---|---|
1st | +0 | +0 | +0 | +2 | Blindsight | +1 level of existing class |
2nd | +1 | +0 | +0 | +3 | Mind’s Eye 1/day | +1 level of existing class |
3rd | +1 | +1 | +1 | +3 | Unfettered Locomotion | +1 level of existing class |
4th | +2 | +1 | +1 | +4 | Mind’s Eye 2/day, Arcane Sight | +1 level of existing class |
5th | +2 | +1 | +1 | +4 | Unbound Step | +1 level of existing class |
6th | +3 | +2 | +2 | +5 | Mind’s Eye 3/day, Faithful Eyes | +1 level of existing class |
7th | +3 | +2 | +2 | +5 | Spatial Warp | +1 level of existing class |
8th | +4 | +2 | +2 | +6 | Mind’s Eye 4/day, Infinite Sight | +1 level of existing class |
9th | +4 | +3 | +3 | +6 | Ubiquitous Path | +1 level of existing class |
10th | +5 | +3 | +3 | +7 | Mind’s Eye 5/day, Uncaring Oracle | +1 level of existing class |
Class Features
All of the following are Class Features of the Eye of Boccob prestige class.
Weapon and Armor Proficiency
Eyes of Boccob gain no proficiency with any weapon or armor.
Spells per Day
When a new Eye of Boccob level is gained, the character gains new spells per day as if he had also gained a level in a spellcasting class he belonged to before adding the prestige class. He does not, however, gain any other benefit a character of that class would have gained, except for an increased effective level of spellcasting. If a character had more than one spellcasting class before becoming an Eye of Boccob, he must decide to which class he adds each new level for purposes of determining spells per day. He may decide a different class for each new level.
Blindsight (Su)
An Eye of Boccob has the supernatural ability to locate creatures and structures within 60 feet by nonvisual, magical means. If a creature is invisible or ethereal, the Eye knows only that they are present, not their location. If a creature is hiding, the Eye must make a Spot check like a creature with normal vision; if the Eye fails, she knows only that they are present, not their location. The Eye never has a miss chance due to concealment. The Eye can only discern creatures and natural and artificial structures, such as walls, furniture, rocks, trees, and so on. This ability cannot be used to read writing, discern color or light levels, and renders the Eye immune to blinding and gaze attacks. It does, however, allow the Eye to see for the purposes of Divination spells that require sight; for example, an Eye who is otherwise able to cast Scrying can see the image in the spell’s focus as if she had normal vision, even if her (blind) eyes are obstructed by something like a blindfold. She can also use scrolls, spellbooks, and magical books as if she had sight.
Mind’s Eye (Sp)
At second level, the Eye of Boccob gains the ability to cast Clairaudience/Clairvoyance once per day at a caster level equal to the number of Eye of Boccob levels she has. At fourth level and every two levels thereafter, the Eye gains another use per day, up to a maximum of 5/day at level 10.
Unfettered Locomotion (Su)
At third level, the Eye of Boccob gains a constant, limited ability to levitate. The Eye can choose to hover an inch above any solid surface, and move along the ground at her normal move speed. She cannot, however, control her vertical movement, and must always remain an inch above a surface. The Eye now gets a +10 to all Balance checks. Additionally, any environmental conditions that would affect a character because of their feet touching the ground, such as caltrops or a dangerously hot metal surface, do not affect the Eye. The Eye cannot walk on water, but can move on thick mud or uneven ground that would otherwise interfere with movement at her normal move speed. The Eye still suffers a move penalty due to things like entangling vines or webs that protrude more than an inch from the ground. The Eye can deactivate or reactivate this ability at will as a free action.
Arcane Sight (Su)
At fourth level, the Eye of Boccob gains the ability to “see” as if casting the spell Arcane Sight for a total of two minutes per day per level of Eye of Boccob, up to a maximum of twenty minutes at level 10. This time can be split into multiple periods. The Eye can detect magical auras even if the item or creature possessing the aura is not in the Eye’s direct line of sight; the vision can see through walls, as far as the range of the spell arcane sight. The Eye can choose to use this sight from her own perspective, or from a remote perspective gained by a divination spell or Eye of Boccob ability.
Unbound Step (Su)
At fifth lever or higher, an Eye of Boccob can slip magically between spaces, as if using the spell dimension door, once per day. Her caster level for this effect is equal to her Eye of Boccob level.
Faithful Eyes (Su)
Starting at sixth level, the Eye of Boccob can summon a number of “faithful eyes” equal to her Eye of Boccob levels that are like the orbs created by the spell Prying Eyes, with the following exceptions:
- The eyes have an unlimited range and exist for an unlimited duration (unless destroyed).
- The eyes have a number of hit points equal to their owner’s Eye of Boccob levels multiplied by two (12 hp at sixth level).
- The eyes fly at a speed equal to 10 feet times their owner’s Eye of Boccob levels (60 feet at sixth level) with perfect maneuverability.
- The eyes have an Empathic Link with the Eye of Boccob as if they were familiars.
- For a limited time each day, the Eye of Boccob may choose to see from the perspective of one of the eyes, even if the eye is not present. The Eye can do this for five minutes per level of Eye of Boccob per day (30 minutes per day at sixth level), spread out across all of the eyes.
- If an eye is destroyed, or the Eye of Boccob chooses to dismiss it, the Eye of Boccob must attempt a DC 15 Fortitude save. If the saving throw fails, the Eye of Boccob loses 200 experience points per Eye of Boccob level. A successful saving throw reduces the loss by half, to 100 XP per prestige class level. The Eye of Boccob’s XP total can never go below 0 as the result of an eye’s dismissal or destruction. A destroyed or dismissed faithful eye cannot be replaced for 30 days.
- The Eye of Boccob can pick and choose what parts of a faithful eye’s memory is played back when it returns to her. Faithful eyes do not disappear when they are finished replaying what they have seen.
Spatial Warp (Sp)
At seventh level, an Eye of Boccob can teleport herself and selected creatures and objects once per day as if by the spell Greater Teleport, with the following exceptions:
- The Eye may take with her a number of Medium creatures equal to twice her Eye of Boccob level and objects equal to five times her maximum load. A Large creature counts as two Medium creatures, a Huge creature counts as two Large creatures, and so forth. Objects must be unattended and not fastened to anything that is not being teleported.
- The creatures and objects need not be touching the Eye; they must only be within thirty feet of her, and she must have line of effect to them and be aware of their presence.
- Unwilling creatures may be teleported. They must make a will save with a DC equal to 10 + her Eye of Boccob levels. If they succeed, they are unaffected; if they fail, they are teleported.
- The Eye must concentrate beforehand for one minute, as if casting a spell. If disturbed during this time, the Eye must make Concentration checks as if interrupted while casting a 7th-level spell. If the Eye fails this Concentration check, the attempt to teleport fails and the Eye cannot try again this day. During this minute, it is clear that the Eye is concentrating on something; observers may make a DC 18 Spellcraft check to determine what the Eye is preparing to do.
- At the end of this minute, there is one round of loud electrical discharges and pops before the Eye and all other subjects of the ability disappear. On the next round, the same thing occurs at the destination: loud noises and flashing energy. The following round, the Eye and all subjects of the ability appear at the destination. Because of these effects, no one at the destination can be surprised or caught off-guard by the group’s appearance.
Infinite Sight (Sp)
At eighth level, the Eye of Boccob gains the ability to observe distant creatures and events once per day. This ability works like the spell Greater Scrying with caster level equal to the character’s Eye of Boccob level – 7. Instead of targeting a specific person with this ability, the Eye may choose to observe a specific location of which the Eye has an accurate description. If the description is inaccurate, the effect simply fails, and the Eye may try again that day. If the description could refer to multiple locations, the Eye sees and hears the closest of the possible options.
Ubiquitous Path (Su)
At ninth level, the Eye of Boccob understands the structure of the planes themselves, and can discern a path through the Astral Realm to any place on any plane. Once per day, the Eye can designate a specific place in the same way as she would choose a destination for her Spatial Warp ability. A portal just big enough for a Large creature to step through will open onto a mystical, ten-foot-wide path through the Astral plane. This path is indestructible and made of force, but only exists within sixty feet of the Eye. The portal likewise will close as soon as the Eye moves further than sixty feet from it. Anyone can follow the Eye along the path, even if the Eye does not want them to, as long as they stay within sixty feet. Anyone who steps off of the path, including the Eye, will fall into the Astral void and end up back on the original plane, 1d100 miles from where the original portal was opened.
The trip along the path takes 1d4 days. The travelers are not protected from the environmental hazards or denizens of the Astral plane. At the end of the journey, the path exits another portal 1d4 miles from the chosen destination. This portal remains open until the Eye moves further than sixty feet from it, at which point the path dissolves.
Uncaring Oracle (Sp)
At tenth level, the Eye of Boccob gains enough favor with her god for her mind to occasionally catch a glimpse of Boccob’s knowledge. Once per week, the Eye of Boccob can use this power to get one of the following effects:
- The Eye automatically gets a result of 60 on any Knowledge skill roll (for example, providing knowledge of most creatures’ full abilities and vulnerabilities)
- The Eye may determine a creature’s location as if using the spell discern location, even if the Eye has never seen the creature or has an item that belonged to it. The Eye must at least have a specific, unique creature in mind.
- The Eye may receive a vision as if casting the spell vision, but with an automatic success on the caster level check and no XP cost. Also, the subject of the divination need not be legendary; any creature will provide visions, although the information gained might not be interesting.
- The Eye may determine the properties of a number of magic items as if using the spell analyze dweomer at caster level 10. Will saves for attended objects automatically fail. This ability works on minor artifacts.
Spacial Warp: […]she must have line of sight to them
If only it was ever possible to use this ability…
Also, what is the thought process behind giving full caster level? It seems like most of the spellcasting prestige classes lose at least one caster level by taking a prestige class, otherwise there would be zero reason not to take one. I mean, a wizard multiclassing to Eye of Boccob loses, what, continued advancement of his familiar?
You may also want to clarify whether you must choose which spellcasting type and stick with it or whether or not you could switch between several (for instance a cleric/wizard would have to choose one and stick with it through the full Eye of Boccob level progression).
Regarding line of sight, it should be line of effect anyway. I’ll change it.
As for the spells per day, see the Arcane Trickster, Archmage, Loremaster, Mystic Theurge, Red Wizard, and Thaumaturgist prestige classes from the 3.5 DMG. These classes all provide the same spell progression as the Eye and also grant powers above and beyond the base magic-using classes, but they have specific requirements before they can be used. The Eye’s requirements are especially heinous.
I’ll add text clarifying the spellcasting progression. The DMG is about as vague on this, but the intent is clear: you can pick which class to add to at each level.
See, I’m not so sure that the DMG intent was to do that. I base this on the fact that NWN2 uses the choose once method. While that may not be a canonical source, it does seem like they might have a greater ability to tap the minds of the creators.
Of course, the choice in NWN2 may be to simplify programming issues.
It makes sense to me that you could pick each time. After all, you can pick what class to increase each level; a Cleric/Sorcerer/Eye could increase her Cleric level or her Sorcerer level. So there’s already not a restriction. And it doesn’t make sense in the flavor of the class to restrict that, since you’re communing with the god of magic.
In short, there’s no game balance issue and no flavor issue, so I’m inclined to err on the side of player choice. A GM would have to keep a close eye on this class anyway if it was ever used for a PC.
Should the Infinite Sight ability be “eye of Boccob level -7” instead? As written, it seems like the character would be casting it at level 0 somehow.
Also, what happens if the character regain his or her sight somehow? Are any or all of the prestige class abilities lost?
It should. I’ve fixed the description.
As the character regaining her sight would likely only happen due to GM fiat, I’m inclined to leave that up to the GM. However, I’d recommend it be treated roughly like becoming an ex-cleric, ex-paladin, or ex-druid; the character loses all Eye abilities except the spells per day and caster levels provided by the Eye levels (as those really represent advancement along the original spellcasting path). If the Eye was originally a cleric of Boccob and intentionally heals her blindness, I’d recommend losing the cleric abilities and all spells as well.