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Aradil's Eye

(Source: Midnight 2nd Edition)

Requirements

Skills: Bluff 8 ranks, Disguise 5 ranks, Gather Information 8 ranks, Hide 8 ranks, Move Silently 5 ranks, Sense Motive 5 ranks, Spot 5 ranks.
Feats: Inconspicuous.
Special: The character must be a Caransil that is judged completely loyal to the Witch Queen.

Aradil's Eyes
© Bridget P. Haines


Hit Die: d6.

Class Skills: Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language (n/a), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex), and Use Rope (Dex).

Skill Points at Each Level: 8 + Int modifier.

Class Features

Weapon and Armor Proficiency: Aradil's Eyes are proficient with all simple weapons, and gain no additional proficiency with armor or shields.

Alter Ego (Su): Upon being initiated into the group, the character must choose a disguise into which she transforms to avoid detection when in other lands. This disguise must be versatile enough to exist in many lands and must be one of the human races. The character studies the mannerisms, speech patterns, and habits of the chosen creature until the initiate can recreate them with little or no effort. At this point, the character undergoes a ritual that permanently imbues her with the ability to shift into this form.

The transformation takes one minute to complete and is physically taxing, causing 1d4 points of nonlethal damage to the character whenever she undergoes it. The same process allows her to revert to her normal form, although doing so when behind enemy lines is very risky. Once the transformation is complete, the character does not radiate a magical aura, as she would if under the effects of an alter self spell or similar magic. She does radiate magic while undergoing the transformation, however. Her true form is revealed by true seeing spells or abilities.

The transformation caused by this ability is complete, and the Aradil's eye becomes completely indistinguishable from a normal specimen of whatever race she chooses. Her speech and mannerisms change along with her physical form. She retains her personality, however, and her ability scores, skills, feats, and race and class abilities remain the same. Casual observation and conversation will not reveal the disguise, although if someone suspects that something is wrong and interrogates the character she must make a successful Bluff check opposed by the interrogator's Sense Motive scheck in order to maintain believability.

At 3rd level, the Aradil's eye gains an additional alter ego that follows all of the rules for the first. She must return to the Caraheen in order to undergo the ritual again, and until she does this she does not gain the benefits of the second alter ego. The master spies impress upon each initiate how important it is to acquire this second alter ego, as even infallible disguises wear out if the alter ego is connected by time and place to too many suspicious events. This second form must be humanoid and must be Small or Medium, but need not be human (a gnome identity is possible, for instance, or even an orc). However, experienced eyes recommend that a second human form is by far the most versatile, useful, and easy identity to assume.

At 5th level, the Aradil's eye can make the transformation between her normal form and either of her alter egos as a full round action. She still suffers 1d4 points of nonlethal damage each time she makes the transformation.

At 7th level, the Aradil's eye must once again return to Caraheen to undergo a ritual and period of study that lasts for one month. Her experience with the other peoples and cultures of Eredane allow her to transform into any humanoid race that she has seen. She now may adopt any number of aliases, although each must be carefully studied and practiced for one week before she adopts it. She cannot, for example, change into a dworg if she has never encountered and studied one.

At 9th level, the Aradil's eye becomes so practiced in the art of transformation that her alter ego ability becomes an extraordinary ability rather than a supernatural ability. She no longer radiates magic when transforming, and true seeingspells and the like do not reveal her true form. She still reverts to her natural form when killed.

Mindbond (Su): Beginning at 1st level, the character is mindbonded to one of the master spies who report directly to the Witch Queen herself. The character can establish this link once per day, usually at a predetermined time so that the master spy is prepared, and the two may communicate telepathically for up to 10 minutes. She may not perform any strenuous action while communicating through the link, although normal activities such as walking or breaking camp do not interfere.

The character's appointed mentor can activate the mindbond at any time, although this is only a one-way communication that does not allow the character to respond. If a response is urgently needed, the character might be asked to establish her mindbond so that the two might communicate.

Closed Mind (Ex): Aradil's eyes are subjected to rigorous mental testing, training, and hypnonsis. When the character fails a Will save against any mindreading or compulsion effect that would force the eye to reveal her knowledge about Aradil's spy network, her own identity as one of those spies, or knowledge of the identities of any other spies, the eye gains a second saving throw with a +4 circumstance bonus to the save. If she succeeds, she is still under the compulsion or mindreading effect, but her attacker can gain no information regarding the spy network.

Spy Initiate: Once the character establishes a minimum level of competency at performing her duties within the organization, she gains the title of Spy Initiate, which grants her the following benefits:

Hide in Plain Sight (Su): Aradil's eyes can lose themselves in crowds quite easily. As long as they are within 10 feet of five or more other people, they can use the Hide skill even while being observed.

Spy: Upon reaching 5th level, the character has proven her worth enough to be promoted to the rank of Spy. Her lenuin automatically changes to denote her new rank, and she gains the following benefits:

Undetectable Alignment (Ex): At 8th level, the Aradil's eye ceases to have a detectable alignment.

Master Spy: The highest rank within the organization is known as Master Spy. The character's mentor must sponsor the character in order for her to achieve this level, and even then a council must determine her fitness to accept this important position. In times of dire need these rituals will be eschewed in favor of an automatic promotion, but this does not happen often. When the character becomes a Master Spy she takes on several responsibilities and gains several benefits, as noted below:

Class
Level
Base
Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Special
1st +0 +0 +0 +2 Alter ego (1st), mindbond
2nd +1 +0 +0 +3 Spy initiate
3rd +2 +1 +1 +3 Alter ego (2nd)
4th +3 +1 +1 +4 Closed mind
5th +3 +1 +1 +4 Alter ego (quick change), spy
6th +4 +2 +2 +5 Hide in plain sight
7th +5 +2 +2 +5 Alter ego (thousand forms), slippery mind
8th +6 +2 +2 +6 Undetectable alignment
9th +6 +3 +3 +6 Alter ego (nonmagical)
10th +7 +3 +3 +7 Master spy