| Prime Requisite: | WIS and CHA |
| Requirements: | None |
| Hit Dice: | 1d4 |
| Maximum Level: | 14 |
The goldeneyes are priests and priestesses of Waukeen, the Maiden of Liberty, and Tymora, the Lady of Luck. Their province is fortune and honest profit—not for greed or love of gold, but for the betterment of the lives of all. They believe in freedom, free enterprise, and prosperity for all. They usually administer to temples and shrines in civilized places, but some take a more active role, becoming itinerants who wander the world, helping honest enterprises and seeking to improve the lot of all good folk.
Goldeneyes advance in saving throws as clerics, by two points every four levels of experience, and in attack throws as mages, by two points every six levels of experience. At first level, goldeneyes hit an unarmored foe (AC 0) with an attack throw of 10+. They are trained to fight with clubs, daggers, darts, and staves, and can fight wielding a weapon two-handed. They cannot wear armor or use shields. Goldeneyes can use magic items usable by clerics.
Starting at 1st level (Little Coin), goldeneyes may cast divine spells as standard clerics. They have the ability to turn undead, just as standard clerics. When a goldeneye reaches 5th level (Hallowed Lender), she may begin to research spells, scribe scrolls, and brew potions as a cleric. At 9th level (Revered Syndic), she is able to create more powerful magic items such as weapons, rings, and staffs. At 11th level, a goldeneye may learn and cast rituals spells of great power (6th and 7th level), and craft magical constructs such as golems and animated statues.
Goldeneyes are expected to follow a code of conduct: they must not make or support any restrictions on trade (including tariffs and monopolies), and must not hoard wealth but invest or spend it wisely, or else use it for charity. They must not destroy trade goods (unless they are tainted or worthless), and must not use deceit or falsehoods to harm trade or compete dishonestly, such as by spreading false rumors or lying about their own goods. Total honesty or lawfulness, however, is not mandated.
Upon attaining 9th level (Revered Syndic), a goldeneye may establish or build a stronghold called a cloister. If the goldeneye has had a good and noble adventuring career, the revered syndic of her current cloister will pay for up to 100% of the construction costs of a modest cloister. The new cloister will usually remain a branch of the older cloister until the goldeneye reaches 12th level, at which time it will become independent. A goldeneye who founds a cloister will be joined by 1d2×10 1st level goldeneyes and 1d6×30 normal men and women who want to become goldeneyes. Every year 80% of the previous year's trainees will leave in frustration or find they lack the discipline for a life of faith, and 1d6×20 normal men and women will come in to replace them. A normal man or woman in training typically takes 2 years to become a 1st level goldeneye.
Goldeneye Proficiency List: Acrobatics, Alertness, Apostasy, Armor Training, Bargaining, Battle Magic, Blind Fighting, Bribery, Combat Reflexes, Contemplation, Diplomacy, Disguise, Divine Blessing, Divine Health, Eavesdropping, Elven Bloodline, Gambling, Language, Lip Reading, Mapping, Martial Training, Navigation, Prophecy, Righteous Turning, Sensing Power, Theology, Tracking, Unflappable Casting
| Spell Progression | ||||||||
|---|---|---|---|---|---|---|---|---|
| Experience | Title | Level | Hit Dice | 1 | 2 | 3 | 4 | 5 |
| 0 | Little Coin | 1 | 1d4 | 1 | — | — | — | — |
| 2,000 | Holy Tender | 2 | 2d4 | 2 | — | — | — | — |
| 4,000 | Numinous Counter | 3 | 3d4 | 3 | — | — | — | — |
| 8,000 | Sacred Investor | 4 | 4d4 | 3 | 2 | — | — | — |
| 16,000 | Hallowed Lender | 5 | 5d4 | 3 | 3 | — | — | — |
| 32,000 | Grand Spender | 6 | 6d4 | 3 | 3 | 2 | 2 | — |
| 65,000 | Profit Prophet | 7 | 7d4 | 3 | 3 | 3 | 2 | 2 |
| 130,000 | Overgold | 8 | 8d4 | 5 | 5 | 3 | 3 | 2 |
| 230,000 | Revered Syndic | 9 | 9d4 | 5 | 5 | 5 | 3 | 3 |
| 330,000 | Revered Syndic, 10th level | 10 | 9d4+1* | 6 | 6 | 5 | 5 | 3 |
| 430,000 | Revered Syndic, 11th level | 11 | 9d4+2* | 6 | 6 | 6 | 5 | 5 |
| 530,000 | Revered Syndic, 12th level | 12 | 9d4+3* | 8 | 8 | 6 | 6 | 5 |
| 630,000 | Revered Syndic, 13th level | 13 | 9d4+4* | 8 | 8 | 8 | 6 | 5 |
| 730,000 | Grand Syndic | 14 | 9d4+5* | 9 | 8 | 8 | 8 | 6 |
| * Hit point modifiers from Constitution are ignored | ||||||||
| Level | Petrification & Paralysis | Poison & Death | Blast & Breath | Staff & Wands | Spells |
|---|---|---|---|---|---|
| 1–2 | 13+ | 10+ | 16+ | 13+ | 15+ |
| 3–4 | 12+ | 9+ | 15+ | 12+ | 14+ |
| 5–6 | 11+ | 8+ | 14+ | 11+ | 13+ |
| 7–8 | 10+ | 7+ | 13+ | 10+ | 12+ |
| 9–10 | 9+ | 6+ | 12+ | 9+ | 11+ |
| 11–12 | 8+ | 5+ | 11+ | 8+ | 10+ |
| 13–14 | 7+ | 4+ | 10+ | 7+ | 9+ |
| Level | Attack THrow |
|---|---|
| 1—3 | 10+ |
| 4—6 | 9+ |
| 7—9 | 8+ |
| 10—12 | 7+ |
| 13—14 | 6+ |
| First Level Divine Spells | |
|---|---|
| 1 | Angelic Choir PC |
| 2 | Command Word |
| 3 | Cure Light Wounds * |
| 4 | Delay Disease PC |
| 5 | Detect Danger PC |
| 6 | Detect Magic |
| 7 | Detect Poison PC |
| 8 | Fellowship |
| 9 | Light * |
| 10 | Predict Weather PC |
| 11 | Purify Food and Water * |
| 12 | Read Languages |
| 13 | Remove Fear * |
| 14 | Salving Rest PC |
| 15 | Sanctuary |
| Second Level Divine Spells | |
| 1 | Augury |
| 2 | Bless * |
| 3 | Cure Moderate Wounds * PC |
| 4 | Delay Poison |
| 5 | Divine Grace PC |
| 6 | Enthrall PC |
| 7 | Find Traps |
| 8 | Hold Person |
| 9 | Holy Chant |
| 10 | Protection from Evil |
| 11 | Righteous Wrath PC |
| 12 | Silence 15' Radius |
| 13 | Snake Charm |
| 14 | Speak with Animals |
| 15 | Spiritual Weapon |
| Third Level Divine Spells | |
| 1 | Charm Person |
| 2 | Continual Light * |
| 3 | Cure Blindness |
| 4 | Cure Disease * |
| 5 | Cure Major Wounds * PC |
| 6 | Detect Curse * PC |
| 7 | Detect Invisible |
| 8 | ESP |
| 9 | Eyes of the Eagle PC |
| 10 | Glyph of Warding |
| 11 | Locate Object |
| 12 | Prayer |
| 13 | Protection from Normal Missiles |
| 14 | Remove Curse * |
| 15 | Water Walking PC |
| Fourth Level Divine Spells | |
| 1 | Clairaudience PC |
| 2 | Clairvoyance |
| 3 | Create Water |
| 4 | Command Animals PC |
| 5 | Cure Serious Wounds * |
| 6 | Death Ward PC |
| 7 | Dispel Magic |
| 8 | Divination |
| 9 | Fate PC |
| 10 | Neutralize Poison * |
| 11 | Nondetection PC |
| 12 | Protection from Evil, Sustained * |
| 13 | Smite Undead * |
| 14 | Telepathy PC |
| 15 | Tongues * |
| Fifth Level Divine Spells | |
| 1 | Atonement |
| 2 | Command Person PC |
| 3 | Commune |
| 4 | Create Food |
| 5 | Cure Critical Wounds * PC |
| 6 | Dispel Evil |
| 7 | Growth of Plants |
| 8 | Lower Water |
| 9 | Magic Carpet PC |
| 10 | Protection from Normal Weapons PC |
| 11 | Quest |
| 12 | Restore Life and Limb * |
| 13 | Scry PC |
| 14 | Strength of Mind * |
| 15 | True Seeing |
| * Reversible spell | |
| PC Spell found in the Player's Companion | |