Zeta Kai
2009-03-25, 06:59 PM
Astromancer
(AKA Star Mage)
Not all who study the stars become astrologers. Divination is not the only talent that the stars may teach us. There are mages who have unlocked the secrets of the stars, & Astromancer is the name that we give to those who wield such power. Spellcasters such as these can alter their luck, dazzle their enemies, & conjure a number of other stellar effects.
Image
http://fc31.deviantart.com/fs8/i/2005/304/2/5/The_Black_Star_by_Drakenborg.jpg
Requirements
Spellcasting: ability to cast 3rd level spells
Skills: Knowledge (arcana) 9 ranks
Special: must know at least one 3rd-level or higher conjuration spell
Fastest Route: Sor 6 or Wiz 6
Class Information
Hit Die: d6
Class Skills: The Astromancer’s class skills (& the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Decipher Script (Int), Knowledge: Arcana (Int), Profession (Wis), & Spellcraft (Int).
Skill Points at Each Level: 4 + Int modifier.
Table 1-2: The Astromancer (PrC)
{table=head]Level|BAB|Fort Save|Reflex Save|Will Save|Special|Spellcasting
1st|+0|+0|+0|+2|Lucky Star (basic)|+1 level of existing spellcasting class
2nd|+1|+0|+0|+3|Twinkle|+1 level of existing spellcasting class
3rd|+1|+1|+1|+3|Red Dwarf|+1 level of existing spellcasting class
4th|+2|+1|+1|+4|Star Blast|+1 level of existing spellcasting class
5th|+2|+1|+1|+4|Red Giant|--
6th|+3|+2|+2|+5|Disaster|+1 level of existing spellcasting class
7th|+3|+2|+2|+5|Nova|+1 level of existing spellcasting class
8th|+4|+2|+2|+6|Pulsar|+1 level of existing spellcasting class
9th|+4|+3|+3|+6|Supernova|+1 level of existing spellcasting class
10th|+5|+3|+3|+7|Quasar, Lucky Star (advanced)|--[/table]
Class Features
All of the following are class features of the Astromancer. See level progression on Table 1-2: The Astromancer (PrC) for more information.
Weapon & Armor Proficiency: You gain no proficiency with any weapon or armor.
Lucky Star (Su): At 1st level, once per day per 2 class levels (5 times per day total), re-roll any 1 roll you have made within the last round; you must take the results of the re-roll, even if the result is worse than the original roll; at 10th level, you can choose whichever roll you wish to use
Twinkle (Su): At 2nd level, you can emit a shower of glittering sparks once every 1d4+2 rounds, rendering all creatures within 10’ dazzled; Reflex save (DC10 + ½ your class level + your primary spellcasting ability modifier) to avoid; a creature will be dazzled for 1 round per class level; this is a standard action that does not provoke attacks of opportunity
Red Dwarf (Sp): At 3rd level, 3 times per day, you can reduce 1 creature (within reach) by 1 size category for 1 hour per class level with a successful touch attack; Fortitude save (DC10 + ½ your class level + your primary spellcasting ability modifier) to negate; this divides the creature’s height, length, & width by 2, & divides its weight by 8; the target gains a +2 size bonus to Dexterity, a -2 size penalty to Strength (to a minimum of 1), & a +1 bonus on attack rolls & AC due to its reduced size; this effect doesn’t change the target’s speed; all equipment worn or carried by a creature is similarly reduced by the effect; melee & projectile weapons deal less damage; other magical properties are not affected by this effect; any reduced item that leaves the reduced creature’s possession (including a projectile or thrown weapon) instantly returns to its normal size; this means that thrown weapons deal their normal damage (projectiles deal damage based on the size of the weapon that fired them); multiple magical effects that reduce size do not stack; this effect cannot be made permanent with a permanency spell; this is a standard action that provokes attacks of opportunity
Star Blast (Su): At 4th level, you can emit a ray of bright sparkling lights at will, dealing 1d4 damage per class level & rendering those struck dazzled; Reflex save (DC10 + ½ your class level + your primary spellcasting ability modifier) for half damage & negation of the dazzling effect; a creature will be dazzled for 1 round per class level; this is a standard action that does not provoke attacks of opportunity
Red Giant (Sp): At 5th level, 3 times per day, you can enlarge 1 creature (within reach) by 1 size category for 1 hour per class level with a successful touch attack; Fortitude save (DC10 + ½ your class level + your primary spellcasting ability modifier) to negate; this multiplies the creature’s height, length, & width by 2, & multiplies its weight by 8; the target gains a -2 size penalty to Dexterity(to a minimum of 1), a +2 size bonus to Strength, & a -1 penalty on attack rolls & AC due to its enlarged size; this effect doesn’t change the target’s speed; all equipment worn or carried by a creature is similarly enlarged by the effect; melee & projectile weapons deal more damage; other magical properties are not affected by this effect; any enlarged item that leaves the enlarged creature’s possession (including a projectile or thrown weapon) instantly returns to its normal size; this means that thrown weapons deal their normal damage (projectiles deal damage based on the size of the weapon that fired them); multiple magical effects that enlarge size do not stack; this effect cannot be made permanent with a permanency spell; this is a standard action that provokes attacks of opportunity
Disaster (Su): At 6th level, 3 times per day, you can inflict misfortune upon your enemies; 1 opponent per class level takes a luck penalty on all initiative checks, saving throws, skill checks, & attack roles; this luck penalty is equal to your class level; Will save (DC10 + ½ your class level + your primary spellcasting ability modifier) to resist; all opponents must be within 20’ of you at the time you wreak Disaster to be affected; this is a standard action that does not provoke attacks of opportunity
Nova (Sp): At 7th level, 3 times per day, you can create a massive blast of light & heat; the 20’-radius explosion of flame deals 1d6 fire damage per class level, just like fireball; this effect damages objects within range & exerts no forceful pressure; long range (400’ + 40’/level); any opponent caught within the blast can make a successful Reflex save (DC10 + ½ your class level + your primary spellcasting ability modifier) for half damage; this blast cannot harm you, but it can harm your allies, as well as your opponents &/or any bystanders; this is a standard action that provokes attacks of opportunity
Pulsar (Sp): At 8th level, twice per day, you can unravel your enemies with destructive energy; this is a touch attack that deals 2d6 force damage per class level, just like disintegrate (maximum 20d6); any creature reduced to 0 or fewer hit points by this effect is entirely disintegrated, leaving behind only a trace of fine dust (a disintegrated creature’s equipment is unaffected); when used against an object, this effect cannot disintegrate nonliving matter; Fortitude save (DC10 + ½ your class level + your primary spellcasting ability modifier) for half damage (if this damage still reduces the creature to 0 or fewer hit points, it is still disintegrated); this is a standard action that provokes attacks of opportunity
Supernova (Sp): At 9th level, once per day, you can unleash a wave of annihilating power; the 120’-radius explosion of flame deals 2d6 bludgeoning damage & 6d6 fire damage, just like meteor swarm; this effect damages objects within range & exerts no forceful pressure; long range (400’ + 40’/level); any opponent caught within the blast can make a successful Reflex save (DC10 + ½ your class level + your primary spellcasting ability modifier) for half damage; this blast cannot harm you, but it can harm your allies, as well as your opponents &/or any bystanders; this is a standard action that provokes attacks of opportunity
Quasar (Sp): At 10th level, once per day, you can release a torrent of overwhelming energy that can utterly destroy an enemy; this is a successful touch attack deals 35d6 force damage to a single opponent, similar to greater ruin; any creature reduced to 0 or fewer hit points by this effect is entirely disintegrated, leaving behind only a trace of fine dust (a disintegrated creature’s equipment is unaffected); when used against an object, this effect cannot disintegrate nonliving matter; Fortitude save (DC10 + ½ your class level + your primary spellcasting ability modifier) for half damage (if this damage still reduces the creature to 0 or fewer hit points, it is still disintegrated); this is a standard action that provokes attacks of opportunity
(AKA Star Mage)
Not all who study the stars become astrologers. Divination is not the only talent that the stars may teach us. There are mages who have unlocked the secrets of the stars, & Astromancer is the name that we give to those who wield such power. Spellcasters such as these can alter their luck, dazzle their enemies, & conjure a number of other stellar effects.
Image
http://fc31.deviantart.com/fs8/i/2005/304/2/5/The_Black_Star_by_Drakenborg.jpg
Requirements
Spellcasting: ability to cast 3rd level spells
Skills: Knowledge (arcana) 9 ranks
Special: must know at least one 3rd-level or higher conjuration spell
Fastest Route: Sor 6 or Wiz 6
Class Information
Hit Die: d6
Class Skills: The Astromancer’s class skills (& the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Decipher Script (Int), Knowledge: Arcana (Int), Profession (Wis), & Spellcraft (Int).
Skill Points at Each Level: 4 + Int modifier.
Table 1-2: The Astromancer (PrC)
{table=head]Level|BAB|Fort Save|Reflex Save|Will Save|Special|Spellcasting
1st|+0|+0|+0|+2|Lucky Star (basic)|+1 level of existing spellcasting class
2nd|+1|+0|+0|+3|Twinkle|+1 level of existing spellcasting class
3rd|+1|+1|+1|+3|Red Dwarf|+1 level of existing spellcasting class
4th|+2|+1|+1|+4|Star Blast|+1 level of existing spellcasting class
5th|+2|+1|+1|+4|Red Giant|--
6th|+3|+2|+2|+5|Disaster|+1 level of existing spellcasting class
7th|+3|+2|+2|+5|Nova|+1 level of existing spellcasting class
8th|+4|+2|+2|+6|Pulsar|+1 level of existing spellcasting class
9th|+4|+3|+3|+6|Supernova|+1 level of existing spellcasting class
10th|+5|+3|+3|+7|Quasar, Lucky Star (advanced)|--[/table]
Class Features
All of the following are class features of the Astromancer. See level progression on Table 1-2: The Astromancer (PrC) for more information.
Weapon & Armor Proficiency: You gain no proficiency with any weapon or armor.
Lucky Star (Su): At 1st level, once per day per 2 class levels (5 times per day total), re-roll any 1 roll you have made within the last round; you must take the results of the re-roll, even if the result is worse than the original roll; at 10th level, you can choose whichever roll you wish to use
Twinkle (Su): At 2nd level, you can emit a shower of glittering sparks once every 1d4+2 rounds, rendering all creatures within 10’ dazzled; Reflex save (DC10 + ½ your class level + your primary spellcasting ability modifier) to avoid; a creature will be dazzled for 1 round per class level; this is a standard action that does not provoke attacks of opportunity
Red Dwarf (Sp): At 3rd level, 3 times per day, you can reduce 1 creature (within reach) by 1 size category for 1 hour per class level with a successful touch attack; Fortitude save (DC10 + ½ your class level + your primary spellcasting ability modifier) to negate; this divides the creature’s height, length, & width by 2, & divides its weight by 8; the target gains a +2 size bonus to Dexterity, a -2 size penalty to Strength (to a minimum of 1), & a +1 bonus on attack rolls & AC due to its reduced size; this effect doesn’t change the target’s speed; all equipment worn or carried by a creature is similarly reduced by the effect; melee & projectile weapons deal less damage; other magical properties are not affected by this effect; any reduced item that leaves the reduced creature’s possession (including a projectile or thrown weapon) instantly returns to its normal size; this means that thrown weapons deal their normal damage (projectiles deal damage based on the size of the weapon that fired them); multiple magical effects that reduce size do not stack; this effect cannot be made permanent with a permanency spell; this is a standard action that provokes attacks of opportunity
Star Blast (Su): At 4th level, you can emit a ray of bright sparkling lights at will, dealing 1d4 damage per class level & rendering those struck dazzled; Reflex save (DC10 + ½ your class level + your primary spellcasting ability modifier) for half damage & negation of the dazzling effect; a creature will be dazzled for 1 round per class level; this is a standard action that does not provoke attacks of opportunity
Red Giant (Sp): At 5th level, 3 times per day, you can enlarge 1 creature (within reach) by 1 size category for 1 hour per class level with a successful touch attack; Fortitude save (DC10 + ½ your class level + your primary spellcasting ability modifier) to negate; this multiplies the creature’s height, length, & width by 2, & multiplies its weight by 8; the target gains a -2 size penalty to Dexterity(to a minimum of 1), a +2 size bonus to Strength, & a -1 penalty on attack rolls & AC due to its enlarged size; this effect doesn’t change the target’s speed; all equipment worn or carried by a creature is similarly enlarged by the effect; melee & projectile weapons deal more damage; other magical properties are not affected by this effect; any enlarged item that leaves the enlarged creature’s possession (including a projectile or thrown weapon) instantly returns to its normal size; this means that thrown weapons deal their normal damage (projectiles deal damage based on the size of the weapon that fired them); multiple magical effects that enlarge size do not stack; this effect cannot be made permanent with a permanency spell; this is a standard action that provokes attacks of opportunity
Disaster (Su): At 6th level, 3 times per day, you can inflict misfortune upon your enemies; 1 opponent per class level takes a luck penalty on all initiative checks, saving throws, skill checks, & attack roles; this luck penalty is equal to your class level; Will save (DC10 + ½ your class level + your primary spellcasting ability modifier) to resist; all opponents must be within 20’ of you at the time you wreak Disaster to be affected; this is a standard action that does not provoke attacks of opportunity
Nova (Sp): At 7th level, 3 times per day, you can create a massive blast of light & heat; the 20’-radius explosion of flame deals 1d6 fire damage per class level, just like fireball; this effect damages objects within range & exerts no forceful pressure; long range (400’ + 40’/level); any opponent caught within the blast can make a successful Reflex save (DC10 + ½ your class level + your primary spellcasting ability modifier) for half damage; this blast cannot harm you, but it can harm your allies, as well as your opponents &/or any bystanders; this is a standard action that provokes attacks of opportunity
Pulsar (Sp): At 8th level, twice per day, you can unravel your enemies with destructive energy; this is a touch attack that deals 2d6 force damage per class level, just like disintegrate (maximum 20d6); any creature reduced to 0 or fewer hit points by this effect is entirely disintegrated, leaving behind only a trace of fine dust (a disintegrated creature’s equipment is unaffected); when used against an object, this effect cannot disintegrate nonliving matter; Fortitude save (DC10 + ½ your class level + your primary spellcasting ability modifier) for half damage (if this damage still reduces the creature to 0 or fewer hit points, it is still disintegrated); this is a standard action that provokes attacks of opportunity
Supernova (Sp): At 9th level, once per day, you can unleash a wave of annihilating power; the 120’-radius explosion of flame deals 2d6 bludgeoning damage & 6d6 fire damage, just like meteor swarm; this effect damages objects within range & exerts no forceful pressure; long range (400’ + 40’/level); any opponent caught within the blast can make a successful Reflex save (DC10 + ½ your class level + your primary spellcasting ability modifier) for half damage; this blast cannot harm you, but it can harm your allies, as well as your opponents &/or any bystanders; this is a standard action that provokes attacks of opportunity
Quasar (Sp): At 10th level, once per day, you can release a torrent of overwhelming energy that can utterly destroy an enemy; this is a successful touch attack deals 35d6 force damage to a single opponent, similar to greater ruin; any creature reduced to 0 or fewer hit points by this effect is entirely disintegrated, leaving behind only a trace of fine dust (a disintegrated creature’s equipment is unaffected); when used against an object, this effect cannot disintegrate nonliving matter; Fortitude save (DC10 + ½ your class level + your primary spellcasting ability modifier) for half damage (if this damage still reduces the creature to 0 or fewer hit points, it is still disintegrated); this is a standard action that provokes attacks of opportunity