| PILGRIM'S EYE |
Size/Type: | Medium Construct |
Hit Dice: | 3d10+20 (36 hp) |
Initiative: | +2 |
Speed: | 5 ft. (1 square), 60 ft. fly (good maneuverability) |
Armor Class: | 14 (+2 Dex, +2 natural), touch 14, flat-footed 14 |
Base Attack/Grapple: | +2/+1 |
Attack: | Wing +3 (1d6-1) |
Full Attack: | 2 Wings +3 (1d6-1) |
Space/Reach: | 5 ft./5 ft. |
Special Attacks: | Eyesight Link |
Special Qualities: | Construct Traits, Guide Footsteps, Trace Leyline |
Saves: | Fort +1, Ref +3, Will +1 |
Abilities: | Str 8, Dex 15, Con -, Int -, Wis 10, Cha 1 |
Skills: | Perception +6* |
Feats: | Weapon Finesse (B) |
Environment: | Any Aboveground |
Organization: | Solitary, pair, or squadron (12) |
Challenge Rating: | 2 |
Treasure: | None |
Alignment: | Always Neutral |
Advancement: | 4-8 HD (Medium), 9-12 HD (Large) |
Level Adjustment: | +2 (Cohort) |
*A Pilgrim's Eye has a racial +6 bonus on Perception checks.
A Pilgrim's Eye is an autonomous flying machine designed to scout out new lands and share information with its controller at a distance, without exposing a living scout to danger. They are also an effective means of guiding creatures on the battlefield, allowing them to see and avoid hazards that might not be visible from the ground.
CombatEyesight Link (Su): As a standard action, a pilgrim's eye can connect its senses to a willing creature's. The creature must be within 60 feet to establish the link, but afterward it functions at any distance (and even across planar boundaries), although it remains supernatural (and is therefore interrupted by an
anti-magic field or similar effect). A pilgrim's eye can be linked to only one creature at a time; any new link automatically ends the last. Because the linked creature sees through both its own and the pilgrim's eye's senses at once, this effect is disorienting; the link dazes the linked creature until it can succeed at a Will save (DC 11). The creature can make one save on each of its turns. Once accustomed to the link in this way, a creature remains so until disconnected. The linked creature can give instructions to the pilgrim's eye as a free, entirely mental action, once per round, although instructions given this way must be simple sentences. Typically, a pilgrim's eye will only link itself to a creature that speaks a particular command word, chosen at the time of its construction.
Once a link is established, the linked creature can see everything the pilgrim's eye can in addition to what its own senses reveal. Thus, the linked creature is considered to be in the pilgrim's eye's square as well as its own for calculating line of sight and concealment (but not cover). This ability is considered a divination (scrying) effect that targets the linked creature.
Guide Footsteps (Su): A pilgrim's eye is mystically attuned to the motions of a creature linked to it, and gives constant, subtle, feedback. Because of this aid, a creature linked to a pilgrim's eye is able to move more efficiently and with surer steps. Such a creature gains a +5 ft. enhancement bonus to its base land speed, and can even move at its normal speed through difficult terrain.
Trace Leyline (Su): A pilgrim's eye is enchanted with a magical divination that allows it to see mystical lines of power that cross the land, intersecting in places of power and guiding the natural flow of elemental energy. A creature linked to a pilgrim's eye can take advantage of this vision when casting spells that rely on this energy, gaining a +1 bonus to caster level for the purposes of determining the effects of any spells or spell-like abilities with the [Air], [Earth], [Fire], or [Water] descriptors. This bonus does not stack with any other bonuses to caster level. Joining the divinations in the construct to the act of spellcasting temporarily burns out their ability to function. Once this ability boosts a spell or spell-like ability's caster level, it cannot do so again for 3 rounds.
Constructing a Pilgrim's EyeA Pilgrim's Eye must be constructed from a variety of lightweight metals, leathers, and miscellaneous magical catalysts, with a total cost of 1000 gp. The craftsmanship required necessitates a DC 15 Craft (armorsmithing) or Craft (weaponsmithing) check. Animating the construct and imbuing it with the requisite divinations requires the Craft Construct feat, 3000 gp in magical reagents, 120 XP, and the following spells to be cast as part of the process (each at least at CL 7):
clairaudience/clairvoyance,
fly and
lay of the land. Paying other spellcasters to construct the body and perform the magical animation thus costs a total of 7490 gp, which is the price to simply purchase one on the market.