PairO'Dice Lost
2009-01-05, 05:22 PM
The Astrologist
http://i208.photobucket.com/albums/bb176/psychictheurge10/astrology9000.jpg
“Let’s see what we can see, shall we...Mm-hmm, Acheron rising in the house of Limbo; battle in your future. Ah, but I see you were born under the sign of the Medusa—you seem to be able to take care of yourself. Well, just to make sure, I have a few wardings here for you, and perhaps a few spells to make your opponents curse their unlucky stars....”
The stars, moons, and planets have subtle powers of their own, and a few practitioners of magic are able to tap into this power to infuse their spells. This power is not so overt as a wall of force, nor so crass as a fireball, but rather the mesmerizing beauty of a shooting star, the deceptive image of a constellation, and the omens in a horoscope. The users of this magic, the Astrologists, weave moonlight into their spells, read the future from the stars, and bend the night sky to their will in other ways.
The more contemplative among the magi tend to pursue the path of the Astrologist, as do the clergy of a deity of knowledge, the sun or moon, or the sky. As study, research, and ritual are required for a true understanding of the astrological mysteries, spontaneous spellcasters are quite unlikely to become Astrologists, though it a few examples of Astrologists with innate magic are known; while those magi or priests who focus on shapeshifting, death-dealing, and destruction are not ineligible to become Astrologists, they will find that pursuing the path of the Astrologist reduces their power a great deal.
Hit Die: d4
Requirements:
To qualify to become an Astrologist, a character must fulfill all the following criteria:
Skills: Spellcraft 8 ranks, Knowledge (Arcana, Religion, or the Planes) 8 ranks, Spot 4 ranks, Search 4 ranks
Feats: Any metamagic feat
Spells: Able to cast at least one spell each of the Divination, Illusion, and Enchantment school of 2nd level or higher.
Table: The Astrologist
{table]Level|BAB|Fort|Ref|Will|Special|Spells per Day
1st|+0|+0|+0|+2|Seeing Stars|—
2nd|+1|+0|+0|+3|Lunar Magic|+1 level of existing class
3rd|+1|+1|+1|+3|Night Owl|+1 level of existing class
4th|+2|+1|+1|+4|Solar Magic|+1 level of existing class
5th|+2|+1|+1|+4|Signs and Portents|—
6th|+3|+2|+2|+5|Celestial Magic|+1 level of existing class
7th|+3|+2|+2|+5|Shooting Stars|+1 level of existing class
8th|+4|+2|+2|+6|Astral Magic|+1 level of existing class
9th|+4|+3|+3|+6|Conjunction|—
10th|+5|+3|+3|+7|Horoscope|+1 level of existing class[/table]
Class Skills
The Astrologist’s class skills (and the key ability for each skill) are Appraise (Int), Concentration (Con), Craft (Int), Decipher Script (Int), Gather Information (Cha), Knowledge (Arcana/Religion/The Planes) (Int), Speak Language (None), Spellcraft (Int), and Use Magic Device (Cha).
Skill Points at Each Level: (4 + Int modifier)
Class Features
All of the following are class features of the Astrologist.
Weapon and Armor Proficiencies: Astrologists gain no proficiency with any weapons or armor.
Spells per Day/Spells Known: At every Astrologist level except first, fifth, and ninth, an Astrologist gains new spells per day (and spells known, if applicable) as if he had also gained a level in an arcane or divine spellcasting class he possessed before adding the prestige class level. He does not, however, gain any other benefit a character of that class would have gained, such as familiar progression or increased turning/rebuking of undead. If he had more than one spellcasting class before becoming an Astrologist, he must decide to which class to add each Astrologist level for the purpose of determining spells per day and spells known.
In addition, from 1st level forward, the Astrologist may not learn any Conjuration, Evocation, or Transmutation spells or use spell-completion items storing spells of those schools (as if he were a wizard with those as his prohibited schools), though he may continue to use spells from those schools which he already knows.
Seeing Stars: The stars light an Astrologist’s path, give him guidance, and confuse his opponents. Beginning at 1st level, the Astrologist may cast dancing lights, augury, and entropic shield at will as spell-like abilities at the Astrologist’s caster level.
Lunar Magic: The Astrologist’s magic flows in harmony with the phases of the moon, waxing and waning as the months pass. Beginning at 2nd level, when he prepares spells an Astrologist may designate any of his spells to be “lunar spells” and modify their caster level and save DC based on the phase of the moon:
{table]Phase|Caster Level|Save DC
New|-4|+4
Crescent|-2|+2
Half|+0|-0
Gibbous|+2|-2
Full|+4|-4[/table]
The Astrologist need not be able to see the moon for his spells to be modified; the power of the moon follows him regardless.
Night Owl: A 3rd-level Astrologist has adapted to a lifestyle of late nights spent out observing the sky. He gains low-light vision and only needs to sleep for half as long to gain the full benefits of a good night’s rest. If he already possesses low-light vision, he gains darkvision, or his existing darkvision range improves by 30 feet.
Solar Magic: The Astrologist’s magic grows and changes with the seasons as well as the phases of the moon. Beginning at 4th level, when he prepares spells an Astrologist may designate any of his spells to be “solar spells” and change their effective spell levels based on the season:
{table]Season|Modifier
Winter|+0
Autumn|+1
Summer|+2
Spring|+1[/table]
The spell slot used for each spell is not altered, only the effective level; in spring, autumn, and summer, the Astrologist may add either a +1 slot, +1 slot, or +2 slot metamagic, respectively, to a spell without changing the spell slot used. The Astrologist need not be able to see the sun for his spells to be modified; the power of the sun follows him regardless.
Signs and Portents: The 5th-level Astrologist develops a deeper understanding of the messages in the night sky. As long as an Astrologist spends a night under the stars, he gains the benefits of either the bard’s Bardic Knowledge class feature or the archivist’s Dark Knowledge class feature (his choice) the next day as a bard or archivist of his class level. If the Astrologist already possesses either of those abilities, his Astrologist levels stack with those of the class granting the ability to determine the uses of the ability.
Celestial Magic: After reading the omens and premonitions of the planets and extending their energy to a creature, an Astrologist can discover much about what fate holds in store for a creature. Beginning at 6th level, when he prepares spells an Astrologist may designate any of his spells to be “celestial spells;” if cast as a full-round action, a celestial spell reveals its target’s talents and its destiny—the Astrologist learns the creature’s type, character level or Hit Dice, and its highest-level class, if any. Due to this scrutiny of the target’s strengths and weaknesses, celestial spells ignore a target's spell resistance. The Astrologist need not be able to see the planets for his spells to be modified; their power follows him regardless.
Shooting Stars: An Astrologist rarely resorts to violence to accomplish his objectives, but when he does he is awesome to behold. A 7th-level Astrologist possesses the powers of 2 rings of shooting stars and may use them as if he had the actual rings (light twice per night, shooting stars six times per week, etc.).
Astral Magic: The variety and connections of stars in constellations gives the Astrologist great insight into the workings of magic. Beginning at 8th level, when he prepares spells an Astrologist may designate any of his spells to be “astral spells” and link together a number of spell levels equal to his class level in a “constellation” of spells; for example, an 8th-level Astrologist could link 8 1st-level astral spells, a 5th-level and a 3rd-level astral spell, or any combination of astral spells adding up to 8 levels. As a full-round action, an Astrologist may “cast” a constellation, releasing all of the stored energy to cast all of the linked spells (in any order desired) as part of the same action. The Astrologist need not be able to see the stars for his spells to be modified; their power follows him regardless.
Conjunction: The Astrologist well understands the power of celestial bodies acting in concert. At 9th level, an Astrologist may either fill a single spell slot with one spell each of Abjuration, Divination, Enchantment, and Illusion of the same type (lunar, solar, celestial, or astral) or treat a single spell as belonging to all four types. The Astrologist may apply this ability to a number of slots equal to his key ability modifier, and may not apply this ability to any of his highest-level or second-highest-level spell slots.
Horoscope: When a true Astrologist reads a creature’s horoscope, it is not simply a reading of a creature’s fate and luck for a given day, but rather an alteration of that fate for the betterment of the Astrologist’s allies and the detriment of his enemies. To read a creature’s horoscope, a 10th-level Astrologist must concentrate for 10 minutes while able to see the creature in question; only one creature's horoscope may be read at once. (Scrying and similar magics fulfill this requirement.) At the end of the 10 minute period, the Astrologist rolls 1d12, checking the first table for allies and the second for enemies.
Allies:
1. You will achieve great insight into a vexing problem. The target gains a +10 bonus to skill checks.
2. Do not let others stand in the way of your accomplishments. The target gains a +5 bonus on Will saves.
3. Problems can be easily avoided if you are vigilant. The target gains a +5 bonus on Ref saves.
4. Endure difficulties; the end of your efforts is in sight. The target gains a +5 bonus on Fort saves.
5. Focus on one area and devote your efforts to it. The target gains a +5 bonus on melee attack and damage rolls.
6. Keep your eye on your goals and you will achieve them. The target gains a +5 bonus on ranged attack and damage rolls.
7. Do not let others’ barbs hurt you; they will lose in the end. The target gains a +5 bonus to AC.
8. Be more direct and you will achieve success quickly. The target’s speed increases by 10 feet for all movement forms.
9. Be frugal in your tasks and save for what is actually important. Twice within the next 24 hours, the target may reroll any die roll, taking the better of the two results.
10. Your luck is exceptional today. The target gains a +2 bonus to all d20 rolls.
11. Your performance is unmatched by any other. The target gains a +2 bonus to an ability score of its choice.
12. Today you have exactly the resources you need to be successful. The target chooses any one of the above.
Enemies:
1. Your lack of insight into a problem continues to vex you. The target takes a -10 penalty to skill checks.
2. Others’ accomplishments can be demoralizing. The target takes a -5 penalty on Will saves.
3. Some problems will arise that may seem unavoidable. The target takes a -5 penalty on Ref saves.
4. You must endure the fruitless results of your best efforts. The target takes a -5 penalty on Fort saves.
5. Others will drive you to distraction. The target takes a -5 penalty on melee attack and damage rolls.
6. Your goal is just over the horizon. The target takes a -5 penalty on ranged attack and damage rolls.
7. Though you do your best, others’ barbs will sting. The target takes a -5 penalty to AC.
8. You will be pulled in conflicting directions. The target’s speed decreases by 10 feet for all movement forms.
9. You will spend your resources for pointless causes. Twice within the next 24 hours, the Astrologist may force the target to reroll any die roll, taking the worst result.
10. Your luck is exceptional today—exceptionally bad. The target takes a -2 penalty to all d20 rolls.
11. Your performance is unmatched by any other—luckily for them. The target takes a -2 penalty to an ability score of the Astrologist’s choice.
12. Failure is not an option—it is assured. The Astrologist chooses any one of the above.
Bonuses and penalties from this ability are Extraordinary, allow no save or SR, and last for 24 hours. The Astrologist may choose for this bonus or penalty to take effect immediately, or be delayed by up to a number of weeks equal to his key abiity modifier and triggered by an event of his choosing; either way, a single creature may not be affected by ally or enemy version of this ability more than once concurrently, though opposing Astrologists may grant a single creature both an “ally” and an “enemy” horoscope. If time presses, the Astrologist may use this ability as a full-round action, though he rolls 1d8 instead of 1d12 and the bonuses and penalties are divided by 5 (with a minimum of ±5 feet for result 8).
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Adaptation: The Astrologer
Where Astrologists gain their power from study of the night sky, some arcanists gain their power from a pact with a creature who either represents the powers beyond the stars or does the studying for them. These arcanists are called Astrologers to separate them from the other sort; a character who uses invocations instead of casting spells uses the following progression. (If an Astrologer ability is not mentioned below, it is identical to the Astrologist ability given above.)
Requirements:
To qualify to become an Astrologer, a character must fulfill all the following criteria:
Skills: Spellcraft 8 ranks, Knowledge (Arcana, Religion, or the Planes) 8 ranks, Spot 4 ranks, Search 4 ranks
Feats: Any meta-invocation feat (Maximize Spell-like Ability, Empower Spell-like ability, etc.)
Invocations: Must know the devil's sight, flee the scene, and charm invocations.
Table: The Astrologer
{table]Level|BAB|Fort|Ref|Will|Special|Invocations
1st|+0|+0|+0|+2|Seeing Stars|+1 level of existing invocation-using class
2nd|+1|+0|+0|+3|Lunar Magic|+1 level of existing invocation-using class
3rd|+1|+1|+1|+3|Night Owl|+1 level of existing invocation-using class
4th|+2|+1|+1|+4|Solar Magic|+1 level of existing invocation-using class
5th|+2|+1|+1|+4|Signs and Portents|+1 level of existing invocation-using class
6th|+3|+2|+2|+5|Celestial Magic|+1 level of existing invocation-using class
7th|+3|+2|+2|+5|Shooting Stars|+1 level of existing invocation-using class
8th|+4|+2|+2|+6|Astral Magic|+1 level of existing invocation-using class
9th|+4|+3|+3|+6|Conjunction|+1 level of existing invocation-using class
10th|+5|+3|+3|+7|Horoscope|+1 level of existing invocation-using class[/table]
Class Features
All of the following are class features of the Astrologist.
Invocations: At every level, an Astrologer gains new invocations known and an increase in caster level as if he had also gained a level in an invocation-using class he possessed before adding the prestige class level (including advancing eldritch blast). He does not, however, gain any other benefit a character of that class would have gained. If he had more than one invocation-using class before becoming an Astrologer, he must decide to which class to add each Astrologer level for the purpose of determining caster level and invocations known.
In addition, from 1st level forward, the Astrologist may not learn any blast shape invocations or invocations that directly cause damage, though he may continue to use those which he already knows.
Lunar Magic: The Astrologer’s magic flows in harmony with the phases of the moon, waxing and waning as the months pass. Beginning at 2nd level, each day an Astrologer may designate one of his invocations of each grade to be “lunar invocations” and modify their caster level and save DC based on the phase of the moon. (Benefits are the same as the Astrologist ability.) The Astrologer need not be able to see the moon for his invocations to be modified; the power of the moon follows him regardless.
Solar Magic: The Astrologer’s magic grows and changes with the seasons as well as the phases of the moon. Beginning at 4th level, each day an Astrologer may designate one of his invocations of each grade to be “solar invocations” and change their effective spell levels based on the season. (Benefits are the same as the Astrologist ability.) In spring, autumn, and summer, the Astrologer may use a meta-invocation feat either one, one, or two extra times per day, respectively, as long as these extra uses are used one a solar invocation. The Astrologer need not be able to see the sun for his invocations to be modified; the power of the sun follows him regardless.
Celestial Magic: After reading the omens and premonitions of the planets and extending their energy to a creature, an Astrologer can discover much about what fate holds in store for a creature. At 6th level, an Astrologer learns the celestial blast eldritch essence invocation (Lesser, 4th). If this essence is applied to the Astrologer's eldritch blast, the blast reveals its target’s talents and its destiny—the Astrologer learns the creature’s type, character level or Hit Dice, and its highest-level class, if any. Due to this scrutiny of the target’s strengths and weaknesses, a celestial blast ignores a target's spell resistance. The Astrologer need not be able to see the planets for his blast to be modified; their power follows him regardless.
Astral Magic: The variety and connections of stars in constellations gives the Astrologer great insight into the workings of magic. Beginning at 8th level, each day an Astrologer may designate a number of invocations to be “astral invocations;” once per day per point of Charisma bonus, an Astrologer may link together a number of astral invocations whose effective spell levels equal his class level in a “constellation” of invocations (for example, an 8th-level Astrologer with a 14 Charisma could create one constellation of 8 1st-level-equivalent Least invocations and one of a 5th-level-equivalent Greater invocation plus a 3rd-level-equivalent Lesser invocation, or any combination of effective levels adding up to 8 levels). As a full-round action, an Astrologer may “cast” a constellation, releasing all of the stored energy to cast all of the linked invocations (in any order desired) as part of the same action. The Astrologer does not have to create the constellations at the beginning of the day (he can create them as needed during the day), but he does need to determine astral invocations at the beginning of the day to ensure they do not conflict with solar or lunar invocations or a celestial blast. The Astrologer need not be able to see the stars for his invocations to be modified; their power follows him regardless.
Conjunction: The Astrologist well understands the power of celestial bodies acting in concert. At 9th level, an Astrologer may treat a single invocation as belonging to all four types of invocation: solar, lunar, celestial (if it is his eldritch blast), and astral. The Astrologist may apply this ability to a number of invcations equal to his Charisma modifier, and may not apply this ability to any invocations of his highest grade known.
http://i208.photobucket.com/albums/bb176/psychictheurge10/astrology9000.jpg
“Let’s see what we can see, shall we...Mm-hmm, Acheron rising in the house of Limbo; battle in your future. Ah, but I see you were born under the sign of the Medusa—you seem to be able to take care of yourself. Well, just to make sure, I have a few wardings here for you, and perhaps a few spells to make your opponents curse their unlucky stars....”
The stars, moons, and planets have subtle powers of their own, and a few practitioners of magic are able to tap into this power to infuse their spells. This power is not so overt as a wall of force, nor so crass as a fireball, but rather the mesmerizing beauty of a shooting star, the deceptive image of a constellation, and the omens in a horoscope. The users of this magic, the Astrologists, weave moonlight into their spells, read the future from the stars, and bend the night sky to their will in other ways.
The more contemplative among the magi tend to pursue the path of the Astrologist, as do the clergy of a deity of knowledge, the sun or moon, or the sky. As study, research, and ritual are required for a true understanding of the astrological mysteries, spontaneous spellcasters are quite unlikely to become Astrologists, though it a few examples of Astrologists with innate magic are known; while those magi or priests who focus on shapeshifting, death-dealing, and destruction are not ineligible to become Astrologists, they will find that pursuing the path of the Astrologist reduces their power a great deal.
Hit Die: d4
Requirements:
To qualify to become an Astrologist, a character must fulfill all the following criteria:
Skills: Spellcraft 8 ranks, Knowledge (Arcana, Religion, or the Planes) 8 ranks, Spot 4 ranks, Search 4 ranks
Feats: Any metamagic feat
Spells: Able to cast at least one spell each of the Divination, Illusion, and Enchantment school of 2nd level or higher.
Table: The Astrologist
{table]Level|BAB|Fort|Ref|Will|Special|Spells per Day
1st|+0|+0|+0|+2|Seeing Stars|—
2nd|+1|+0|+0|+3|Lunar Magic|+1 level of existing class
3rd|+1|+1|+1|+3|Night Owl|+1 level of existing class
4th|+2|+1|+1|+4|Solar Magic|+1 level of existing class
5th|+2|+1|+1|+4|Signs and Portents|—
6th|+3|+2|+2|+5|Celestial Magic|+1 level of existing class
7th|+3|+2|+2|+5|Shooting Stars|+1 level of existing class
8th|+4|+2|+2|+6|Astral Magic|+1 level of existing class
9th|+4|+3|+3|+6|Conjunction|—
10th|+5|+3|+3|+7|Horoscope|+1 level of existing class[/table]
Class Skills
The Astrologist’s class skills (and the key ability for each skill) are Appraise (Int), Concentration (Con), Craft (Int), Decipher Script (Int), Gather Information (Cha), Knowledge (Arcana/Religion/The Planes) (Int), Speak Language (None), Spellcraft (Int), and Use Magic Device (Cha).
Skill Points at Each Level: (4 + Int modifier)
Class Features
All of the following are class features of the Astrologist.
Weapon and Armor Proficiencies: Astrologists gain no proficiency with any weapons or armor.
Spells per Day/Spells Known: At every Astrologist level except first, fifth, and ninth, an Astrologist gains new spells per day (and spells known, if applicable) as if he had also gained a level in an arcane or divine spellcasting class he possessed before adding the prestige class level. He does not, however, gain any other benefit a character of that class would have gained, such as familiar progression or increased turning/rebuking of undead. If he had more than one spellcasting class before becoming an Astrologist, he must decide to which class to add each Astrologist level for the purpose of determining spells per day and spells known.
In addition, from 1st level forward, the Astrologist may not learn any Conjuration, Evocation, or Transmutation spells or use spell-completion items storing spells of those schools (as if he were a wizard with those as his prohibited schools), though he may continue to use spells from those schools which he already knows.
Seeing Stars: The stars light an Astrologist’s path, give him guidance, and confuse his opponents. Beginning at 1st level, the Astrologist may cast dancing lights, augury, and entropic shield at will as spell-like abilities at the Astrologist’s caster level.
Lunar Magic: The Astrologist’s magic flows in harmony with the phases of the moon, waxing and waning as the months pass. Beginning at 2nd level, when he prepares spells an Astrologist may designate any of his spells to be “lunar spells” and modify their caster level and save DC based on the phase of the moon:
{table]Phase|Caster Level|Save DC
New|-4|+4
Crescent|-2|+2
Half|+0|-0
Gibbous|+2|-2
Full|+4|-4[/table]
The Astrologist need not be able to see the moon for his spells to be modified; the power of the moon follows him regardless.
Night Owl: A 3rd-level Astrologist has adapted to a lifestyle of late nights spent out observing the sky. He gains low-light vision and only needs to sleep for half as long to gain the full benefits of a good night’s rest. If he already possesses low-light vision, he gains darkvision, or his existing darkvision range improves by 30 feet.
Solar Magic: The Astrologist’s magic grows and changes with the seasons as well as the phases of the moon. Beginning at 4th level, when he prepares spells an Astrologist may designate any of his spells to be “solar spells” and change their effective spell levels based on the season:
{table]Season|Modifier
Winter|+0
Autumn|+1
Summer|+2
Spring|+1[/table]
The spell slot used for each spell is not altered, only the effective level; in spring, autumn, and summer, the Astrologist may add either a +1 slot, +1 slot, or +2 slot metamagic, respectively, to a spell without changing the spell slot used. The Astrologist need not be able to see the sun for his spells to be modified; the power of the sun follows him regardless.
Signs and Portents: The 5th-level Astrologist develops a deeper understanding of the messages in the night sky. As long as an Astrologist spends a night under the stars, he gains the benefits of either the bard’s Bardic Knowledge class feature or the archivist’s Dark Knowledge class feature (his choice) the next day as a bard or archivist of his class level. If the Astrologist already possesses either of those abilities, his Astrologist levels stack with those of the class granting the ability to determine the uses of the ability.
Celestial Magic: After reading the omens and premonitions of the planets and extending their energy to a creature, an Astrologist can discover much about what fate holds in store for a creature. Beginning at 6th level, when he prepares spells an Astrologist may designate any of his spells to be “celestial spells;” if cast as a full-round action, a celestial spell reveals its target’s talents and its destiny—the Astrologist learns the creature’s type, character level or Hit Dice, and its highest-level class, if any. Due to this scrutiny of the target’s strengths and weaknesses, celestial spells ignore a target's spell resistance. The Astrologist need not be able to see the planets for his spells to be modified; their power follows him regardless.
Shooting Stars: An Astrologist rarely resorts to violence to accomplish his objectives, but when he does he is awesome to behold. A 7th-level Astrologist possesses the powers of 2 rings of shooting stars and may use them as if he had the actual rings (light twice per night, shooting stars six times per week, etc.).
Astral Magic: The variety and connections of stars in constellations gives the Astrologist great insight into the workings of magic. Beginning at 8th level, when he prepares spells an Astrologist may designate any of his spells to be “astral spells” and link together a number of spell levels equal to his class level in a “constellation” of spells; for example, an 8th-level Astrologist could link 8 1st-level astral spells, a 5th-level and a 3rd-level astral spell, or any combination of astral spells adding up to 8 levels. As a full-round action, an Astrologist may “cast” a constellation, releasing all of the stored energy to cast all of the linked spells (in any order desired) as part of the same action. The Astrologist need not be able to see the stars for his spells to be modified; their power follows him regardless.
Conjunction: The Astrologist well understands the power of celestial bodies acting in concert. At 9th level, an Astrologist may either fill a single spell slot with one spell each of Abjuration, Divination, Enchantment, and Illusion of the same type (lunar, solar, celestial, or astral) or treat a single spell as belonging to all four types. The Astrologist may apply this ability to a number of slots equal to his key ability modifier, and may not apply this ability to any of his highest-level or second-highest-level spell slots.
Horoscope: When a true Astrologist reads a creature’s horoscope, it is not simply a reading of a creature’s fate and luck for a given day, but rather an alteration of that fate for the betterment of the Astrologist’s allies and the detriment of his enemies. To read a creature’s horoscope, a 10th-level Astrologist must concentrate for 10 minutes while able to see the creature in question; only one creature's horoscope may be read at once. (Scrying and similar magics fulfill this requirement.) At the end of the 10 minute period, the Astrologist rolls 1d12, checking the first table for allies and the second for enemies.
Allies:
1. You will achieve great insight into a vexing problem. The target gains a +10 bonus to skill checks.
2. Do not let others stand in the way of your accomplishments. The target gains a +5 bonus on Will saves.
3. Problems can be easily avoided if you are vigilant. The target gains a +5 bonus on Ref saves.
4. Endure difficulties; the end of your efforts is in sight. The target gains a +5 bonus on Fort saves.
5. Focus on one area and devote your efforts to it. The target gains a +5 bonus on melee attack and damage rolls.
6. Keep your eye on your goals and you will achieve them. The target gains a +5 bonus on ranged attack and damage rolls.
7. Do not let others’ barbs hurt you; they will lose in the end. The target gains a +5 bonus to AC.
8. Be more direct and you will achieve success quickly. The target’s speed increases by 10 feet for all movement forms.
9. Be frugal in your tasks and save for what is actually important. Twice within the next 24 hours, the target may reroll any die roll, taking the better of the two results.
10. Your luck is exceptional today. The target gains a +2 bonus to all d20 rolls.
11. Your performance is unmatched by any other. The target gains a +2 bonus to an ability score of its choice.
12. Today you have exactly the resources you need to be successful. The target chooses any one of the above.
Enemies:
1. Your lack of insight into a problem continues to vex you. The target takes a -10 penalty to skill checks.
2. Others’ accomplishments can be demoralizing. The target takes a -5 penalty on Will saves.
3. Some problems will arise that may seem unavoidable. The target takes a -5 penalty on Ref saves.
4. You must endure the fruitless results of your best efforts. The target takes a -5 penalty on Fort saves.
5. Others will drive you to distraction. The target takes a -5 penalty on melee attack and damage rolls.
6. Your goal is just over the horizon. The target takes a -5 penalty on ranged attack and damage rolls.
7. Though you do your best, others’ barbs will sting. The target takes a -5 penalty to AC.
8. You will be pulled in conflicting directions. The target’s speed decreases by 10 feet for all movement forms.
9. You will spend your resources for pointless causes. Twice within the next 24 hours, the Astrologist may force the target to reroll any die roll, taking the worst result.
10. Your luck is exceptional today—exceptionally bad. The target takes a -2 penalty to all d20 rolls.
11. Your performance is unmatched by any other—luckily for them. The target takes a -2 penalty to an ability score of the Astrologist’s choice.
12. Failure is not an option—it is assured. The Astrologist chooses any one of the above.
Bonuses and penalties from this ability are Extraordinary, allow no save or SR, and last for 24 hours. The Astrologist may choose for this bonus or penalty to take effect immediately, or be delayed by up to a number of weeks equal to his key abiity modifier and triggered by an event of his choosing; either way, a single creature may not be affected by ally or enemy version of this ability more than once concurrently, though opposing Astrologists may grant a single creature both an “ally” and an “enemy” horoscope. If time presses, the Astrologist may use this ability as a full-round action, though he rolls 1d8 instead of 1d12 and the bonuses and penalties are divided by 5 (with a minimum of ±5 feet for result 8).
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Adaptation: The Astrologer
Where Astrologists gain their power from study of the night sky, some arcanists gain their power from a pact with a creature who either represents the powers beyond the stars or does the studying for them. These arcanists are called Astrologers to separate them from the other sort; a character who uses invocations instead of casting spells uses the following progression. (If an Astrologer ability is not mentioned below, it is identical to the Astrologist ability given above.)
Requirements:
To qualify to become an Astrologer, a character must fulfill all the following criteria:
Skills: Spellcraft 8 ranks, Knowledge (Arcana, Religion, or the Planes) 8 ranks, Spot 4 ranks, Search 4 ranks
Feats: Any meta-invocation feat (Maximize Spell-like Ability, Empower Spell-like ability, etc.)
Invocations: Must know the devil's sight, flee the scene, and charm invocations.
Table: The Astrologer
{table]Level|BAB|Fort|Ref|Will|Special|Invocations
1st|+0|+0|+0|+2|Seeing Stars|+1 level of existing invocation-using class
2nd|+1|+0|+0|+3|Lunar Magic|+1 level of existing invocation-using class
3rd|+1|+1|+1|+3|Night Owl|+1 level of existing invocation-using class
4th|+2|+1|+1|+4|Solar Magic|+1 level of existing invocation-using class
5th|+2|+1|+1|+4|Signs and Portents|+1 level of existing invocation-using class
6th|+3|+2|+2|+5|Celestial Magic|+1 level of existing invocation-using class
7th|+3|+2|+2|+5|Shooting Stars|+1 level of existing invocation-using class
8th|+4|+2|+2|+6|Astral Magic|+1 level of existing invocation-using class
9th|+4|+3|+3|+6|Conjunction|+1 level of existing invocation-using class
10th|+5|+3|+3|+7|Horoscope|+1 level of existing invocation-using class[/table]
Class Features
All of the following are class features of the Astrologist.
Invocations: At every level, an Astrologer gains new invocations known and an increase in caster level as if he had also gained a level in an invocation-using class he possessed before adding the prestige class level (including advancing eldritch blast). He does not, however, gain any other benefit a character of that class would have gained. If he had more than one invocation-using class before becoming an Astrologer, he must decide to which class to add each Astrologer level for the purpose of determining caster level and invocations known.
In addition, from 1st level forward, the Astrologist may not learn any blast shape invocations or invocations that directly cause damage, though he may continue to use those which he already knows.
Lunar Magic: The Astrologer’s magic flows in harmony with the phases of the moon, waxing and waning as the months pass. Beginning at 2nd level, each day an Astrologer may designate one of his invocations of each grade to be “lunar invocations” and modify their caster level and save DC based on the phase of the moon. (Benefits are the same as the Astrologist ability.) The Astrologer need not be able to see the moon for his invocations to be modified; the power of the moon follows him regardless.
Solar Magic: The Astrologer’s magic grows and changes with the seasons as well as the phases of the moon. Beginning at 4th level, each day an Astrologer may designate one of his invocations of each grade to be “solar invocations” and change their effective spell levels based on the season. (Benefits are the same as the Astrologist ability.) In spring, autumn, and summer, the Astrologer may use a meta-invocation feat either one, one, or two extra times per day, respectively, as long as these extra uses are used one a solar invocation. The Astrologer need not be able to see the sun for his invocations to be modified; the power of the sun follows him regardless.
Celestial Magic: After reading the omens and premonitions of the planets and extending their energy to a creature, an Astrologer can discover much about what fate holds in store for a creature. At 6th level, an Astrologer learns the celestial blast eldritch essence invocation (Lesser, 4th). If this essence is applied to the Astrologer's eldritch blast, the blast reveals its target’s talents and its destiny—the Astrologer learns the creature’s type, character level or Hit Dice, and its highest-level class, if any. Due to this scrutiny of the target’s strengths and weaknesses, a celestial blast ignores a target's spell resistance. The Astrologer need not be able to see the planets for his blast to be modified; their power follows him regardless.
Astral Magic: The variety and connections of stars in constellations gives the Astrologer great insight into the workings of magic. Beginning at 8th level, each day an Astrologer may designate a number of invocations to be “astral invocations;” once per day per point of Charisma bonus, an Astrologer may link together a number of astral invocations whose effective spell levels equal his class level in a “constellation” of invocations (for example, an 8th-level Astrologer with a 14 Charisma could create one constellation of 8 1st-level-equivalent Least invocations and one of a 5th-level-equivalent Greater invocation plus a 3rd-level-equivalent Lesser invocation, or any combination of effective levels adding up to 8 levels). As a full-round action, an Astrologer may “cast” a constellation, releasing all of the stored energy to cast all of the linked invocations (in any order desired) as part of the same action. The Astrologer does not have to create the constellations at the beginning of the day (he can create them as needed during the day), but he does need to determine astral invocations at the beginning of the day to ensure they do not conflict with solar or lunar invocations or a celestial blast. The Astrologer need not be able to see the stars for his invocations to be modified; their power follows him regardless.
Conjunction: The Astrologist well understands the power of celestial bodies acting in concert. At 9th level, an Astrologer may treat a single invocation as belonging to all four types of invocation: solar, lunar, celestial (if it is his eldritch blast), and astral. The Astrologist may apply this ability to a number of invcations equal to his Charisma modifier, and may not apply this ability to any invocations of his highest grade known.