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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).

--------------------------------------------------------------------------------------------------------------------------

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.

kyoten
2009-01-05, 05:40 PM
Looks fun. Next time I play a spellcaster i'll see if I can head into this class. If you want i'll let ya know how it goes.

NakedCelt
2009-01-05, 08:13 PM
Isn't the word "astrologer"?

PairO'Dice Lost
2009-01-05, 09:26 PM
Looks fun. Next time I play a spellcaster i'll see if I can head into this class. If you want i'll let ya know how it goes.

That would be great; this is one homebrew I doubt I'll be able to playtest any time soon.


Isn't the word "astrologer"?

Astrologer and astrologist are interchangeable and are both correct. The reason I chose astrologist is that there's a Master Astrologer PrC in an issue of Dragon (which I think fails miserably at the flavor, being more of a "Loremaster lite," hence this one) and I didn't want to cause any confusion or imply I'm revising it--this is from scratch.


Any further thoughts?

Falconer
2009-01-05, 10:20 PM
Though I probably won't be able to try it out anytime soon, I have to say that I love it. Just looks good overall; I'll have to keep this one in mind for a spellcaster.



(hardly constructive, I know, but you did ask for opinions)

Debihuman
2009-01-06, 12:03 AM
I found this to be rather an enjoyable read for a prestige class. I'm not sure if I'll be able to playtest this one but it looks good.

Just a quick question -- if you designate a spell as lunar or solar can you change your mind about it at a later date? I think once a spell has been designated, you shouldn't be able to change it to another designation or players will bypass the penalty. You may want to expressly state this to avoid that particular issue in the future.

Debby

PairO'Dice Lost
2009-01-06, 02:23 AM
Though I probably won't be able to try it out anytime soon, I have to say that I love it. Just looks good overall; I'll have to keep this one in mind for a spellcaster.

(hardly constructive, I know, but you did ask for opinions)

Well, "It's cool" is as good an opinion as any. :smallbiggrin:


Just a quick question -- if you designate a spell as lunar or solar can you change your mind about it at a later date? I think once a spell has been designated, you shouldn't be able to change it to another designation or players will bypass the penalty. You may want to expressly state this to avoid that particular issue in the future.

Actually, it's meant to be changed when you prepare spells. There aren't meant to be any real penalties to any of the abilities; solar magic gets you minor free metamagic part of the year, astral magic lets you cast a bunch of low-level spells at the same time, and celestial magic is a divination spell plus a combat spell in one action. The only one with major penalties is lunar magic, and that's not so much a penalty as it is trading CL for DC.

And of course, if you couldn't change them, the 9th level ability would be rather pointless, wouldn't it?

Falconer
2009-01-06, 07:13 PM
A question regarding the Horoscope Ability: is the Astrologist able to specify when the benefits or penalties will take effect? In other words, can they say to an enemy "Your goals will be just over the horizon X days from now" or "if you do this", and the target will take suffer a penalty in X days or if they do X? Or is it immediately after their fortune has been read?

Elder Brain
2009-01-06, 07:32 PM
Wow, this is great! Next Spellcaster I play I'm gonna try this out on!

I can't think of anything you'd need to add...it really is well done

kyoten
2009-01-06, 07:44 PM
Does the Horoscope ability affect one person at a time or all that are seen throughout the casting time?

Also if it affects all seen would it be possible to affect oneself by means of a mirror or some other method? Or would it affect the Astrologist using the spell automatically if he or she so wished it?

sigurd
2009-01-06, 08:09 PM
In addition, at 1st level the Astrologist removes all Necromancy, Evocation, and Transmutation spells from his spell list(s), spellbook, and spells known and replaces them with an equal number of Divination, Illusion, Enchantment, or Abjuration spells of his choice of equal or lower level.


I have to say I don't really like this. Retroactively rewriting a spell book seems very meta game to me. If you know the spells and have collected them what is the game reason to lose them? Why would new spells suddenly replace them?

I'm not a necromancy fan boy but I certainly think some of the great undead would pass the time with astrology. They'd have the lifespan to appreciate long term plans and subtle affects.


Sigurd

arguskos
2009-01-06, 11:17 PM
I have to say I don't really like this. Retroactively rewriting a spell book seems very meta game to me. If you know the spells and have collected them what is the game reason to lose them? Why would new spells suddenly replace them?

I'm not a necromancy fan boy but I certainly think some of the great undead would pass the time with astrology. They'd have the lifespan to appreciate long term plans and subtle affects.


Sigurd
I agree with Sigurd about the restriction (though, I DO love the flavor of it). I'd probably just say they can't gain any more spells in said schools, rather than sacrifice those spells they worked hard to acquire (especially because a number of those spells are fun and interesting, like Contingency, any stat-enhancing spell like Bull's Strength, and most Necromantic spells). That's just my $.02 though. In any case, I DO love the flavor, and may attempt to play this class at some point in the future.

PairO'Dice Lost
2009-01-07, 12:21 AM
A question regarding the Horoscope Ability: is the Astrologist able to specify when the benefits or penalties will take effect? In other words, can they say to an enemy "Your goals will be just over the horizon X days from now" or "if you do this", and the target will take suffer a penalty in X days or if they do X? Or is it immediately after their fortune has been read?

Hmm...I was thinking more of an immediate benefit or penalty, kind of like the person wakes up, reads their horoscope in the paper, and WHAM, it happens. However, your suggestion would be cool as well, so I'll edit it to account for the possibility of the Astrologist delaying it.


Does the Horoscope ability affect one person at a time or all that are seen throughout the casting time?

Also if it affects all seen would it be possible to affect oneself by means of a mirror or some other method? Or would it affect the Astrologist using the spell automatically if he or she so wished it?

No, it only affects a single target; it looks like the wording was a bit vague, so I'll tighten that up. The idea is for it to work like a palm reading or a seance or something, where the reader sits down with you and meditates or asks you questions or whatever for a while.

And you certainly could affect yourself with it; you usually count as your own ally, and you can obviously see yourself, so go for it.


I have to say I don't really like this. Retroactively rewriting a spell book seems very meta game to me. If you know the spells and have collected them what is the game reason to lose them? Why would new spells suddenly replace them?

I'm not a necromancy fan boy but I certainly think some of the great undead would pass the time with astrology. They'd have the lifespan to appreciate long term plans and subtle affects.

I agree with Sigurd about the restriction (though, I DO love the flavor of it). I'd probably just say they can't gain any more spells in said schools, rather than sacrifice those spells they worked hard to acquire (especially because a number of those spells are fun and interesting, like Contingency, any stat-enhancing spell like Bull's Strength, and most Necromantic spells). That's just my $.02 though. In any case, I DO love the flavor, and may attempt to play this class at some point in the future.

Actually, I did it that way because I thought the PrCs that further specialize you (Red Wizard, Incantatrix, etc.) worked it out the same way; after you posted I looked those up again and it seems that they let you keep existing spells. In that case, there's no reason to remove existing spells from your spellbook, so I can remove that restriction. Thanks for the heads-up.

EDIT: Changes made. Whaddya think?

Thanks for all the feedback. I'm glad so many people like this!

arguskos
2009-01-10, 04:52 PM
As a DM who's NPC (yeah yeah, DM having NPC is bad, blahblahmygroupwantedanNPCblahblah) is about to enter this class (as a ghaele eladrin 5//wizard 5), I'll be giving you some feedback about it soon. :smallwink:

However, I also want to ask a question: do I need to pick a single Knowledge skill to have the ranks in, or do I need to take ranks in Arcana, Religion, and the Planes? That seems.... like a lot of skill points, to be honest. I figure I have the ranks to spare (and those ARE my favorite Knowledge skills anyway), but it's STILL a lot of ranks.

Also, love the shift you made to the entry requirements. :smallbiggrin:

I'll definitely let you know how the NPC works out (though, it'll be awhile before he takes the class).

PairO'Dice Lost
2009-01-10, 11:09 PM
As a DM who's NPC (yeah yeah, DM having NPC is bad, blahblahmygroupwantedanNPCblahblah) is about to enter this class (as a ghaele eladrin 5//wizard 5), I'll be giving you some feedback about it soon. :smallwink:

Excellent! Can't wait to hear how it works out.


However, I also want to ask a question: do I need to pick a single Knowledge skill to have the ranks in, or do I need to take ranks in Arcana, Religion, and the Planes? That seems.... like a lot of skill points, to be honest. I figure I have the ranks to spare (and those ARE my favorite Knowledge skills anyway), but it's STILL a lot of ranks.

No, just one; it specifies Arcana, Planes, or Religion. You only need all three if it says Arcana, Planes, and Religion.


Also, love the shift you made to the entry requirements. :smallbiggrin:

I try. :smallbiggrin:


I'll definitely let you know how the NPC works out (though, it'll be awhile before he takes the class).

Can't wait. If this thread dies too long before then, send me a PM with the details.

arguskos
2009-01-10, 11:59 PM
Excellent! Can't wait to hear how it works out.

No, just one; it specifies Arcana, Planes, or Religion. You only need all three if it says Arcana, Planes, and Religion.

I try. :smallbiggrin:

Can't wait. If this thread dies too long before then, send me a PM with the details.
Considering we're doing Expedition to Castle Ravenloft, and it may take some time to level, I might just do that. Really though, this makes me smile, since I love classes like this. Let's hope Ana al-Din Zahi survives long enough to make it into the class.

Heliomance
2009-01-11, 05:15 AM
If you take levels in something else after, can you start picking up conjuration evocation and necromancy again?

PairO'Dice Lost
2009-01-11, 02:29 PM
If you take levels in something else after, can you start picking up conjuration evocation and necromancy again?

It depends on what level you take. Like the Red Wizard, Incantatrix, and a few other classes that further limit your spell selection, it works like a specialist wizard's forbidden schools. So if you take a level in anything that progresses the same casting you're using for Astrologist, you still can't take it--a wizard 5/astrologist X/mage of the arcane order Y wouldn't be able to learn them.

However, if you pick up a level in another class, like sorcerer or cleric or something else, then the restriction doesn't apply, just like a specialist wizard can dip a level of sorcerer to pick up spells in his forbidden schools. So a wizard 5/astrologist X/sorcerer 1/ultimate magus Y couldn't pick them up on his wizard side, but he can on his sorcerer side.

Basically, use the rules for specialization and that should cover most issues that come up.

Adumbration
2009-01-11, 03:35 PM
I would love to see this slightly tweaked so that a warlock might enter it - Starlock 3.5 style. As a matter of fact, I have a kenku warlock that would love to use it.

A few suggestions:
- Why does an astrologer need Search? Wouldn't Profession (Astrologist) be more relevant?
- Add to the requirements "Any metamagic feat or Extra Invocation" or some other warlock specific feat.
- Add for warlocks a requirement of taking Entropic Ward - or some other appropriate invocation, such as Otherwordly Whispers.
- Give the option of having the Eldritch Blast progress continue where there are class features that have something to do with caster levels, save DCs or metamagic.

PairO'Dice Lost
2009-01-11, 08:33 PM
I would love to see this slightly tweaked so that a warlock might enter it - Starlock 3.5 style. As a matter of fact, I have a kenku warlock that would love to use it.

Hmm...I was focusing this more towards a sage-ish wizard or cleric type, but I can see why a warlock would like this. Perhaps I can adjust the prereqs; see comments below.


A few suggestions:
- Why does an astrologer need Search? Wouldn't Profession (Astrologist) be more relevant?

Well, Search would seem most appropriate for finding constellations in the night sky, whereas very very few people would ever take Profession (anything).


- Add to the requirements "Any metamagic feat or Extra Invocation" or some other warlock specific feat.

This shouldn't be a problem; the various spell-like feats (Maximize Spell-like Ability, Empower Spell-like Ability, etc.) are technically still metamagic, so I'll just put a note saying that those count.


- Add for warlocks a requirement of taking Entropic Ward - or some other appropriate invocation, such as Otherwordly Whispers.

Since it specifies Divination, Illusion, and Enchantment spells, I think picking one invocation for each would be fitting; perhaps devil's sight, flee the scene, and charm, respectively?


- Give the option of having the Eldritch Blast progress continue where there are class features that have something to do with caster levels, save DCs or metamagic.

If I'm going to alter it for a warlock, of course I'd add "+1 level of invocations," which progresses that anyway. I'll change a few of the class features to fit the warlock as well.

NakedCelt's post gives me an idea--instead of cramming this all in the existing writeup, I'll make an Astrologer adaptation section at the end.

EDIT: Added the Astrologer. Check it out and see if it works for you.